I made a simple textured box in blender and exported to .obj file.
Content looks like this:
# Blender v2.61 (sub 0) OBJ File: 'skybox.blend' # www.blender.org mtllib skybox.mtl v 1.000000 -1.000000 -1.000000 v 1.000000 -1.000000 1.000000 v -1.000000 -1.000000 1.000000 v -1.000000 -1.000000 -1.000000 v 1.000000 1.000000 -0.999999 v 0.999999 1.000000 1.000001 v -1.000000 1.000000 1.000000 v -1.000000 1.000000 -1.000000 vt 0.744716 0.379594 vt 0.503906 0.379595 vt 0.503906 0.138785 vt 0.744716 0.138784 vt 0.744717 0.620404 vt 0.744717 0.861216 vt 0.503906 0.861216 vt 0.503906 0.620405 vt 0.263096 0.620405 vt 0.263096 0.379595 vt 0.022287 0.620405 vt 0.022287 0.379595 vt 0.985527 0.379594 vt 0.985527 0.620404 usemtl skybox_mat_skybox.png s off f 1/1 2/2 3/3 f 1/1 3/3 4/4 f 5/5 8/6 7/7 f 5/5 7/7 6/8 f 1/1 5/5 6/8 f 1/1 6/8 2/2 f 2/2 6/8 7/9 f 2/2 7/9 3/10 f 3/10 7/9 8/11 f 3/10 8/11 4/12 f 5/5 1/1 4/13 f 5/5 4/13 8/14
The problem is, that I have no idea how to correctly map textures.
As for now I only use vt for textures (ignore f).
I thought that opengl es requires vt to be exact same amount as v. But there we have more texture coordinates than vertices.
Can someone tell me or give me some urls on how to make sense of numbers after the slash signs in faces? Not what they mean, but how to use them.
Thank you,
Martin






