-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Ben Discoe wrote: > Jan gives a good description of this confusing, unlikely and undocumented > way of applying a texture: > ...
> > Yow. Yes, it's almost usable... once you know it. Confusing, unlikely and undocumented? I have posted the link to the documentation + tutorial in my previous mail. Didn't you see it? > The problem is bigger: the fact that both texture, and texture coordinates, > are written at all, for an object that has _no_ texture coordinates, or > texture, in the Blender scene. Nope, this was your mistake - you have assigned texture to the pole but didn't define the UV mapping. This was explained by Vincent elsewhere. > Unfortunately i know exactly what you're talking about. It's only after > years of holding out hope for MAX+various exporters, including OSGExp, that > i finally gave up on that broken mess and tried Blender+osgexport, in hopes > it would be more straightforward and functional :) Well, feel free to improve the existing code. I would say - you get what you pay for. I am not sure why do you expect a free Blender + a tiny export script to compete with a hugely expensive package like Max. BTW, osgexport for Max works quite OK once it is setup (which is the issue usually due to the Windows DLL hell). Ideally, you should get the 3DVRII exporter - that one supports more Max capabilities. Regards, Jan - -- Jan Ciger GPG public key: http://www.keyserver.net/ -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.5 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFE6g6kn11XseNj94gRAouqAJ9fz5Kny0b+44ERQo9jQfjHzID7SwCgvJuK IsX6YlH351Nsf7pVAlY64xk= =u+T0 -----END PGP SIGNATURE----- _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
