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Hello,

Ben Discoe wrote:
> Hi Jan,
> 
> 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.

Nothing special. Select the object you want to map the texture to (in
object mode), switch to UV mapping mode. In the UV editor you should see
the object unwrapped. Select all faces (hit 'A'). Then I have just
changed the image file using the list box in the UV editor to show the
correct image and that's it. The same for the other object.

> Unfortunately, as far as the .osg file is concerned, the output is still
> broken.  Right there in the .osg file you made and uploaded, although the
> signs have the correct texture (great!), you can see that both "Pole" object
> have the "stop" texture:
> 
> name "Pole2"
> Geode {
>   StateSet {
>          textureUnit 0 {
>             Texture2D {
>               file "stop128.png"
> 
> When you render them in OSG, the poles do not even appear.

I see the poles just fine as red. The problem lies in bogus texture
coordinates for the poles:

5.6051938573e-45 1.12103877146e-44 - all the texture coordinates on the
poles are like this - invalid. Then it is up to the OpenGL
implementation what it does with it - mine displays just material, no
texture, yours does not render it at all. I didn't really check the
content of the osg file, it was rendering fine so I have uploaded it.

I didn't UV map these in the UV editor and I didn't disable anything you
have turned on in the material editor before, so this may be a result of
some option clash. Try to make the models from scratch, just using the
UV editor and use the material editor only to set colors, not textures.

> I tried exporting your .blend file with 2.41 of the osgexport script, and
> got the same broken output you did.  So apparently this is not the fault of
> a recent change to osgexport.

No, I do not think so. I think that the exporter gets confused by the
mess of options which are enabled in the blend file. Try to do it from a
clean file using only the UV mapping and it will work fine, I believe.

Regards,

Jan


- --

Jan Ciger
GPG public key: http://www.keyserver.net/

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