Loading .obj files with textures does not work?
I'm trying to follow your samples but it seems basic functionality is not working.
When you do either SerializationEngine.Instance.LoadScene(path) or new ObjFileFormat().LoadData(path), there's a crash. This is because LoadData() makes a brand new Scene with no gl context, meaning the Scene's gl context is null. Then when loading textures, it crashes because it calls Texture.Create() with a null gl context.
Am I missing something? I feel like everyone in the planet would be making this issue if it was actually broken. There's no way for me to pass in a gl context. Also, I can't downgrade to 2.4.4 (before this crash would've existed) because your Serialization nuget package does not go before 3.1.0
I ran into this issue too as I was trying to port the library and samples to .net 6. I got the "WinForms Sample/DuckySample" to load by modifying the ObjFileFormat to include a property to provide the GlContext, assigning it when creating the ObjFileFormat, and calling scene.CreateInContext(..) before loading the format.
I don't think it was just you. This seems a pretty clear bug, possibly a design issue by the mandate that the GL context be initialized before being able to utilize the load model data (which was more what I was looking for - something that could parse and open Wavefront OBJ files, rather than a full OpenGL engine.)
This got me as well, spent quite a few minutes investigating file paths, formats and whatnot, and finally found the faulty place: https://github.com/dwmkerr/sharpgl/blob/9a18e2624f488635ee87d4ee5a75aa2e6df09cdd/source/SharpGL/Core/SharpGL.Serialization/Wavefront/ObjFileFormat.cs#L254
Fortunately, it was pretty easy to create a custom ObjFileFormat with context.