I've recently started exploring Directx 11. I'm almost done the introduction so I started making my own*.obj parser and it works beautifully. I accounted for the right-hand coordinate system of 3ds Max. The only problem is the texture.
Although the texture is layed out "almost properly", I can see that some mesh inherits texture colors that belong to the background part of uvw mapping. The model though seems to display the textures perfectly in 3ds Max as oppose to "almost properly" in my Directx program.
I'd love to post codes but to be honest, I don't know where's the problem. Is it the *.obj parser? Initializer? Shader, or specifically Pixel Shader? I'm hoping the experience user would be able to "triangulate" the problem from the variables I've given (If that is a ridicoulous idea of mine, feel free to ask for the code or ask for a specific part of the code).
This is "wrong" output of my DirectX program: (The black part is likely from the black background of uvw map. I tried giving more "clearance" from the background without much hope.)
While this is the "correct" output from 3ds Max: