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Nop wrote:
> Hello OSG/Blender users,

> It is not only about multitexturing, it is about multi materials.
> 
> There are three problems: multitexturing (1), multi material (2),
> multitexcoord (3)

Agreed, however (1) is the most commonly needed (think lightmaps,
bumpmaps, etc.). Multi-material is not supported by OpenGL, neither
multi-textcoord (unless you redefine the texture coordinates on the
fly), so these are not very useful cases to support.

> [...]
>> They need to be separated into
>> different objects, based on material. 
> Only for (2)
> A better alternative should be to export one drawable per material.
>>  Somebody mentioned here they made a
>> script to do that?  
> Yep, it was me :p.

This is not a very good solution, what if I have two materials assigned
to the same rectangle/face? You will generate two overlapping faces at
the same position and z-fighting occurs. That's bad. Blender allows
this, however this is a bad case for OpenGL.

>>> Or someway already available in Blender to separate the
>>> selected part of a mesh as a new mesh?? I've tried doing it the hard
>>> way (make copies of each multi-material object,
>>> then delete out all but one vertex group in each copy) but it's so
>>> tedious.
>>>     
> That is why I have written this script.

Select the object in edit mode (TAB), unselect all vertices (hit A),
then B twice (to get selection with the "circle"), select the vertices
of the face you want to separate and hit P. It will make a copy of that
face as you can see when you go out of edit mode and move the original
object.

Even easier method - go to UV mapping mode, select the faces you want by
clicking them, switch to edit mode (TAB), they will be still selected.
Then just hit P to separate them. Problem solved.

Jan

- --

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

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