The last changes done in ObjParser were made regarding mtl material generation, made a week ago or something. There were no changes done to the way geometry is handled by this parser for at least 3 weeks. So if it worked last week, and it breaks now when you add lights, its probably not related to the parser at all.
thats also what you are saying here: the whole thing is a bit strange because broomstick renders my obj perfectly right (with textures etc) untill I add a light to the material.. so what comes to my mind here, is the way you define your light. please make sure that the light is in range, meaning the the falloff includes at least a part of your mesh and that its not IN your mesh imaging your mesh is centered and in your code you addChild the light at 0,0,0 for the engine your light is inside the "body", so from the light perpective, all faces are inverted. if your model is at -100, the light is at 0,0,0 and falloff is 100 for instance, well, the light is not lighting the mesh at all... you can then either move the light or augment the fallOff/radius. if these concepts are a bit confusing you, I recommand fire Prefab and look at the way lights are behaving once you change the param falloffs and radius. If the "light" is supposed to be ok, best way to help us is to fill an issue, add a code to reproduce this issue + your obj (please keep the snippet focussed to the essential) Fabrice On Apr 28, 2011, at 1:54 PM, John Brookes wrote: > Don't really know. Fabrice is your man for that. Lots of changes have > happened to obj. > I didnt do anything in Maya. But did notice it has normals in my file but not > in yours. >
