I just had a quick look at the osgexport script and it looks like it ignores any per object textures and only processes the first per face texture it encounters in an object. It assigns this to the single stateset it generates for all the faces in the object. I have not looked at the texture coordinate generation in detail but I suspect it is assuming that each object has one texture that is applied to all faces.
It does not do anything clever with the texture filename (it looks like at least three different attempts have been made at getting this right) and uses whatever blender has stored as the full pathname for the texture whether or not this is a valid pathname to an existing file. This observation is not in any way a criticism of this code, it is open source so you either work within the boundaries of what someone else has written or get your hands dirty! Roger > -----Original Message----- > From: [EMAIL PROTECTED] [mailto:osg-users- > [EMAIL PROTECTED] On Behalf Of Alan Purvis > Sent: 20 August 2006 23:53 > To: osg users > Subject: Re: [osg-users] Blender to OSG (wasCOLLADA pluginfor > OSGonSourceForge) > > On 20 Aug 2006, at 18:57, Ben Discoe wrote: > > > > > It is very surprising, you did something with the .blend file to > > make the > > textures appear correctly in the Blender 3D View. I would love to > > know how > > you did that! .blend files are not text, so we can't diff > > your .blend and > > mine. You'd have to tell us the button(s) you pushed in Blender. > > Press alt-z with the cursor over the 3D view. > > Alan. > _______________________________________________ > osg-users mailing list > [email protected] > http://openscenegraph.net/mailman/listinfo/osg-users > http://www.openscenegraph.org/ _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
