If you're texture is showing on the wrong side of the mesh then your normals must be pointing the wrong way. I would try applying a wireframe material to see this. And enable some camera movement so you can look around the texture and see it from different angles. There's an easy tutorial on camera movement that you can do a quick copy and paste of, or if you would like I have a simple test class for loading meshes that I enabled camera movement in which I can post for your simplicity if you ask about it.
If it's just your object that's flipped then this seems pretty normal to me. In my limited experience I've noticed that my meshes show up in different orientations depending on the app I output them with. Different apps use different coordinate spaces (left handed, right handed, Z up, Y up, etc). I did notice some apps I have been playing with lately offer an option to flip Z and Y axis as "UP" in the export process. That feature will depend on your 3D software. Otherwise just applying the necessary rotations when you load the mesh is the right approach as far as I know of. Dave -----Original Message----- From: [email protected] [mailto:[email protected]] On Behalf Of charglerode Sent: Thursday, August 06, 2009 2:16 PM To: away3d.dev Subject: [away3d] Re: OBJ flipped I went back and checked it again and it seems possible that it is just the texture that is flipped. Either way, has anybody encountered this? On Aug 6, 12:09 am, charglerode <[email protected]> wrote: > I'm loading an OBJ file and it appears that the texture is flipped. > Upon further investigation I discovered that actually its my OBJ that > is flipped so it turn the texture appears flipped. Would my 3d package > be causing this? The coordinate system is pretty standard as far as I > know. I have verified that my normals are correct. I've tried > exporting from both Silo and Modo. > > Any ideas? > > Thanks.
