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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/

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