Ok ... I've loaded an ASE file and I've even plotted my texture coords on paper and everything seems to be in working order.
However ... its not rendering correctly. Very distored texture ... and it looks like its going all over the place.
What I have is a cube with a texture mapped to each side
*MESH {
*TIMEVALUE 0
*MESH_NUMVERTEX 8
*MESH_NUMFACES 12
*MESH_VERTEX_LIST {
*MESH_VERTEX 0 -1.000 -1.000 0.000
*MESH_VERTEX 1 1.000 -1.000 0.000
*MESH_VERTEX 2 -1.000 1.000 0.000
*MESH_VERTEX 3 1.000 1.000 0.000
*MESH_VERTEX 4 -1.000 -1.000 2.000
*MESH_VERTEX 5 1.000 -1.000 2.000
*MESH_VERTEX 6 -1.000 1.000 2.000
*MESH_VERTEX 7 1.000 1.000 2.000
}
*MESH_FACE_LIST {
*MESH_FACE 0: A: 0 B: 2 C: 3 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 2 *MESH_MTLID 1
*MESH_FACE 1: A: 3 B: 1 C: 0 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 2 *MESH_MTLID 1
*MESH_FACE 2: A: 4 B: 5 C: 7 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 3 *MESH_MTLID 0
*MESH_FACE 3: A: 7 B: 6 C: 4 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 3 *MESH_MTLID 0
*MESH_FACE 4: A: 0 B: 1 C: 5 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 4 *MESH_MTLID 4
*MESH_FACE 5: A: 5 B: 4 C: 0 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 4 *MESH_MTLID 4
*MESH_FACE 6: A: 1 B: 3 C: 7 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 5 *MESH_MTLID 3
*MESH_FACE 7: A: 7 B: 5 C: 1 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 5 *MESH_MTLID 3
*MESH_FACE 8: A: 3 B: 2 C: 6 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 6 *MESH_MTLID 5
*MESH_FACE 9: A: 6 B: 7 C: 3 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 6 *MESH_MTLID 5
*MESH_FACE 10: A: 2 B: 0 C: 4 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 7 *MESH_MTLID 2
*MESH_FACE 11: A: 4 B: 6 C: 2 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 7 *MESH_MTLID 2
}
*MESH_NUMTVERTEX 36
*MESH_TVERTLIST {
*MESH_TVERT 0 1.000 0.000 0.000
*MESH_TVERT 1 0.000 0.000 1.000
*MESH_TVERT 2 0.000 0.000 0.000
*MESH_TVERT 3 0.000 0.000 1.000
*MESH_TVERT 4 1.000 1.000 0.000
*MESH_TVERT 5 0.000 1.000 1.000
*MESH_TVERT 6 0.000 1.000 0.000
*MESH_TVERT 7 0.000 1.000 1.000
*MESH_TVERT 8 1.000 0.000 0.000
*MESH_TVERT 9 1.000 1.000 0.000
*MESH_TVERT 10 0.000 1.000 0.000
*MESH_TVERT 11 0.000 1.000 0.000
*MESH_TVERT 12 0.000 0.000 0.000
*MESH_TVERT 13 1.000 0.000 0.000
*MESH_TVERT 14 0.000 0.000 1.000
*MESH_TVERT 15 1.000 0.000 1.000
*MESH_TVERT 16 1.000 1.000 1.000
*MESH_TVERT 17 1.000 1.000 1.000
*MESH_TVERT 18 0.000 1.000 1.000
*MESH_TVERT 19 0.000 0.000 1.000
*MESH_TVERT 20 0.000 0.000 0.000
*MESH_TVERT 21 1.000 0.000 0.000
*MESH_TVERT 22 1.000 1.000 0.000
*MESH_TVERT 23 1.000 1.000 0.000
*MESH_TVERT 24 0.000 1.000 0.000
*MESH_TVERT 25 0.000 0.000 0.000
*MESH_TVERT 26 0.000 0.000 1.000
*MESH_TVERT 27 1.000 0.000 1.000
*MESH_TVERT 28 1.000 1.000 1.000
*MESH_TVERT 29 1.000 1.000 1.000
*MESH_TVERT 30 0.000 0.000 1.000
*MESH_TVERT 31 1.000 0.000 1.000
*MESH_TVERT 32 1.000 1.000 1.000
*MESH_TVERT 33 1.000 1.000 1.000
*MESH_TVERT 34 0.000 0.000 0.000
*MESH_TVERT 35 1.000 1.000 0.000
}
*MESH_NUMTVFACES 12
*MESH_TFACELIST {
*MESH_TFACE 0 8 9 10
*MESH_TFACE 1 11 12 13
*MESH_TFACE 2 14 15 16
*MESH_TFACE 3 17 18 19
*MESH_TFACE 4 20 21 22
*MESH_TFACE 5 23 24 25
*MESH_TFACE 6 26 27 28
*MESH_TFACE 7 29 5 1
*MESH_TFACE 8 30 31 32
*MESH_TFACE 9 33 7 3
*MESH_TFACE 10 34 0 35
*MESH_TFACE 11 4 6 2
}
the first vertecis in my array render are
0,2,3
3,1,0
ect ect
then the texture coords in my array are
1,0
1,1
0,1
0,1
0,0
1,0
ect ect
glBindTexture(GL_TEXTURE_2D, mGLTexture);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 1, mMapping);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, mVerteci);
glDrawElements(GL_TRIANGLES, mNumFaces, GL_UNSIGNED_INT, mFaces);
I read somewhere that DX and ASE disagree on V coords? is this also the same with OGL?
[edited by - jenison on July 2, 2003 1:42:32 PM]
[edited by - jenison on July 2, 2003 1:47:27 PM]
[edited by - jenison on July 2, 2003 1:48:31 PM]