Jump to content
  • Advertisement
isu diss

DX11 FBX UV coordinates Problem

This topic is 395 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I don't know whether this is correct or wrong. This is how I load the UVs.

UV = new XMFLOAT2[NumVertices];
for (int i = 0; i < Mesh->GetPolygonCount(); i++)//polygon(=mostly rectangle) count
{
	FbxLayerElementArrayTemplate<FbxVector2>* uvVertices = NULL;

	Mesh->GetTextureUV(&uvVertices);
	for (int j = 0; j < Mesh->GetPolygonSize(i); j++)//retrieves number of vertices in a polygon
	{
		FbxVector2 uv = uvVertices->GetAt(Mesh->GetTextureUVIndex(i, j));
		UV[3*i+j] = XMFLOAT2((float)uv.mData[0], (float)uv.mData[1]);
	}
}

How do I correct this? Below image was captured when I was trying to load a texture onto a plane.

 

Untitled.jpg

Share this post


Link to post
Share on other sites
Advertisement

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!