Thank you for providing these pointers. I will have a go at this although, 
since I'm new to the project, I can't promise I can figure it out. :)

What is a "VSG-based system" out of interest?

Greetings, Marcel

On Saturday, June 18, 2022 at 2:09:36 PM UTC+2 Radu Serban wrote:

> Marcel,
>
>  
>
> Indeed, this is a known current limitation (bug if you wish) in the 
> Irrlicht run-time visualization module.
> I have recently redesigned the entire framework for specifying 
> visualization models and rendering. The code is set up to make use of both 
> the OBJ and any MTL file, but there’s still something I must be missing 
> when creating the Irrlicht materials and mesh buffers that prevents 
> rendering of material textures. 
>
>  
>
> I can think of 3 options for now:
>
>    - I will look again at this issue when I get a chance.  However, it’s 
>    not a top priority right now (also because the expectation is that we will 
>    eventually replace Irrlicht run-time visualization with a VSG-based 
>    system).  So, you may have to wait a bit longer.
>    
>    - You (or someone else familiar with Irrlicht) could help with a fix 
>    for this through a pull request 😊
>    For whoever is interested, the two relevant parts in the code to look 
>    at are:
>       - Lines 717-739 in ChVisualSystemIrrlicht.cpp 
>       
> <https://github.com/projectchrono/chrono/blob/1eb75c2c9fa80cc2c8b710baf07b3072db2093d4/src/chrono_irrlicht/ChVisualSystemIrrlicht.cpp#L717>
>  
>       (where the Irrlicht mesh buffers are created)
>       - Function ChIrrNodeShape::UpdateTriangleMesh_mat of 
>       ChIrrNodeShape.cpp 
>       
> <https://github.com/projectchrono/chrono/blob/1eb75c2c9fa80cc2c8b710baf07b3072db2093d4/src/chrono_irrlicht/ChIrrNodeShape.cpp#L209>
>  
>       (where the Irrlicht materials and buffers are populated)
>       
>       - Instead of using a trimesh asset read from file (in which case 
>    Chrono constructs an internal mesh representation and also reads in visual 
>    materials which are later passed on the run-time visualization system to 
> be 
>    converted in their own objects), use a ChObjFileShape and attach that as a 
>    visual shape to your model.   The difference is that a ChObjFileShape is 
>    only a reference to a Wavefront OBJ file which is passed as such to the 
>    visualization system;  if it knows how to do that, it is the renderer 
>    responsibility (in this case Irrlicht) to open that OBJ file (and any 
>    associated MTL files) and create its own internal meshes and materials.  
>    Irrlicht knows how to do that, and the material textures show up fine if 
>    going this route.
>    For an example of this, look at the “Gator” vehicle model and 
>    something like demo_VEH_Gator.
>
>  
>
> --Radu
>
>  
>
> *From:* [email protected] <[email protected]> *On 
> Behalf Of *Marcel Offermans
> *Sent:* Friday, June 17, 2022 11:01 PM
> *To:* ProjectChrono <[email protected]>
> *Subject:* [chrono] Materials and textures for most loaded OBJ files are 
> not rendered...
>
>  
>
> Hi all, can anybody tell me how to enable the correct rendering of 
> textures and materials that are defined within the various OBJ files? They 
> are missing for most demos, and I tried both the latest 7.0.3 release as 
> well as "develop". Is this a bug? 
>
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>

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