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Multiple textures on same model


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#1 Sparkon   Members   -  Reputation: 373

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Posted 17 February 2013 - 02:09 AM

Hello guys, i'm working on a little game that i plan to release on XBox, but i have a little problem. I have a .fbx model that has different textures for different meshparts, if i use basic-effect XNA automatically assign the right texture to the right mesh part, but when i use a costum effect i don't know which texture to assign to the right mesh part. I've been googling for awhile, but most of the question are either not-answered or answers are completely useless. 

Now to resolve this problem i've thought about 3 solutions, but i have no clue how to implement them : 

 

I ) Hard-coding the texture for each meshpart, saving them in a configuration file. I don't like this approach because it's not dynamic and it's way too long

 

II ) Compressing the textures into a single texture. This won't be bad, but i don't know where to look for such tool


III ) Extracting the texture information from the model. This is IMHO the best solution and what i should try to do, since BasicEffect knows it there must a be a way to get it from the .fbx file, but really i have no clue.

 

Thank you again. I'd be glad if you could provide a code sample or link me a paper or tutorial. 



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#2 cozzie   Members   -  Reputation: 1552

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Posted 18 February 2013 - 12:10 PM

I'd try to read the mesh out into submeshes, with one submesh having a unique material. And then 'loop' through either the materials with the corresponding submeshes (or other way around, depending on the number of meshes vs materials).

If the mesh/ object file doesn't include submeshes then i'd try to achieve that in a 3d model editor (and not write unneeded/ possibly hardcoded code)

#3 Tarika   Members   -  Reputation: 481

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Posted 22 February 2013 - 07:45 PM

Unless you are up for writing your own model content importer/processor option 3 is the way to go. Also are you interested in doing this because you wish to use the textures in your own shader? because if not then your best bet is just sticking with the BasicEffect.

 

Aimee


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