Why is this wrong?
for ( uint16 i = 0; i < mesh.mNbFaces * 3; ++i )
uint16 v = mesh.mFaces;
uint16 tv = mesh.mTFaces;
vertices[v].u = mesh.mTVerts[tv].x;
vertices[v].v = mesh.mTVerts[tv].y;
Am I missing something? does 3DStudio export UVs in some particular way I'm not aware of?
At least I didn't spend all night working on this, I set up the actual texture loading, so now any texture I specify in max gets loaded and set when the model is drawn. Except, of course, the UVs are wrong.
This is annoying, and I'm too tired to start looking at it.