Hi Andreas,

I have just checked in Ulrich's latest updates to the DirectX plugin,
could you check out the CVS version of the OSG and see if you model
now works as expected?

Robert

On 6/27/06, Andreas Ekstrand <[EMAIL PROTECTED]> wrote:
Hi Ulrich,

By "number of MeshTextureCoords being even", I mean that the total
number of MeshTextureCoords elements in the file being even (2, 4, ...)
instead of odd (1, 3, ...).

Anyway, I attach an example model (I believe it's a sample model from
the Direct X SDK) that fails here, according to my investigations due to
the fact I just described. I would appreciate it if you'd take a closer
look at it and find what's causing the failure.

Thanks,
Andreas

Ulrich Hertlein wrote:

> Andreas Ekstrand wrote:
>
>> 1. Does a Direct X model have to contain texture coordinates?
>> ReaderWriterDirectX::convertFromDX returns NULL if it doesn't.
>
>
> I wrote the loader specifically for the number of .x models I
> had in hand at the time and they all have exactly one set of
> texture coordinate set. So the answer probably is 'it should but
> I don't know for sure'.
>
>> 2. The following seems like a bug to me: In
>> Object::readMeshTexCoords, _textureCoords are recreated if the
>> current number of texture coordinates doesn't fit the size of
>> _textureCoords. I guess this means that it will only work for the
>> first MeshTextureCoords. If the number of MeshTextureCoords list is
>> even, the _textureCoords will end up being NULL and this will skip
>> the file completely (see 1).
>
>
> The code just throws away the texture coordinates if the number of
> given texcoords and the number actually read don't match. I don't
> understand what you mean by 'number of MeshTextureCoords being even'...
>
>> 3. Are there any plans of supporting binary Direct X model files?
>
>
> No. The documentation for the .x ASCII file format was scarce enough.
>
> Cheers,
> /ulrich
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