DirectX and Blender don´t share the same coordinate system.
I used to fix this by importing my models like this.
Also the UV system isnt the same. but i used to fix my models like this:
[source lang="cpp"]for(int i=0;i<m_vertexCount;i++) { model_vertices[i].Color = color; model_vertices[i].Normal.x = Level1Vertices[i].Normal.x; model_vertices[i].Normal.y = Level1Vertices[i].Normal.y; model_vertices[i].Normal.z = Level1Vertices[i].Normal.z; model_vertices[i].U = Level1Vertices[i].U; model_vertices[i].V = Level1Vertices[i].V;//THIS IS WHERE I DO MY FIX model_vertices[i].X = position.x + Level1Vertices[i].X; model_vertices[i].Y = position.y + Level1Vertices[i].Z; model_vertices[i].Z = position.z + -Level1Vertices[i].Y; }[/source]
Suddenly now my models are mirrored left to right. *sight*...
It feels like the export from blender is Random, It gets right 1 time of 10. Pretty frustrating not to be able to rely on the export.
This trouble takes to much time from my development.
Any ideas?
Edited by KurtO, 18 November 2012 - 02:47 AM.







