David Cofer wrote:
You rock Alberto!! I flipped the bmp and it mapped correctly. It would never
have occured to me to do that in a million years on my own. Thanks.
Random facts you may or may not care about...
DirectX uses a different origin from OpenGL when applying textures
(DirectX uses the top-left, while OpenGL uses the bottom-left).
You might also run into problems with winding order of primitives
(triangles, etc.). Unlike the rest of the world, DirectX uses
right-handed coordinates. This results in vertices for primitives being
specified in a clockwise order, unlike OpenGL which expects
counter-clockwise vertices.
You're probably OK since you're using a .obj file directly. When I was
writing the Half-Life 2 loader, I had to flip the vertex order as I was
loading them, or I would get back-faces facing out, which would
disappear when back-face culling was turned on.
--"J"
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