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Stupid problem with texture coords;

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#1 6itru   Members   

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Posted 10 March 2012 - 06:15 PM

Hi!
Its agin me:P
I rewrite my engine to opengl 3.3.
I try to load models ( im using assimp )
But i have strange problem with texcoords :D i get this :
Posted Image
:P Its looks like theres no texcoords? wtf? xd

It's should look like this :
http://www.turbosquid.com/3d-models/free-obj-mode-palm-trees/490485

( Every model look the same ( texcoords))

my Vertex Shader:
#version 150
uniform mat4 Matrix;
in vec4 Position;
in vec2 in_TexCoord;
out vec2 out_TexCoord;
void main()
{
out_TexCoord = in_TexCoord;
gl_Position = Matrix * Position;
}
my Fragment Shader:
#version 150
uniform sampler2D tex;
out vec4 out_Color;
in vec2 out_TexCoord;
void main()
{
out_Color = texture(tex, out_TexCoord);
}

I think loading model code is good because its working before on opengl 2.x ;P

Sorry for my stupid question :P
Thanks for help! :P
Grettings from 6itru.

#2 6itru   Members   

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Posted 11 March 2012 - 06:38 AM

Ok i repair it. :) topic to close :D

#3 Hodgman   Moderators   

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Posted 11 March 2012 - 07:15 AM

What was the problem?

#4 6itru   Members   

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Posted 11 March 2012 - 12:43 PM

SOIL ( Simple OpenGL Image Loader ) -> SOIL_INVERT_Y flag in load funcion xd When soil invert texture about Y all goes crazy xd




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