Quote:
Originally Posted by BIGREG
For the perdea , I noticed that there was an error with textures or the coordinates, during my tests on texture
edit:
This is what I can export to a. Obj:
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Setting any kind of optimizing will more than likely cause issues with the first importer being used. Reason being is this (and why you are seeing the error with the perdea mesh): I read the vertex data from the GR2 file. For each mesh it gets a pointer to a vertex data class. The vertex data class contains well vertex data and some other things. That vertex data has a defined size. If you optimize the mesh in a 3D modeller program and it changes the number of verticies then you will not be able to import that back into the app with the first importer. The first importer REQUIRES the number of verticies, normals, and texture coordinates read in to be the same as the number of verticies defined by the vertex data class it has a pointer to.
Now this is why the perdea is currently throwing an error when you try to import it back in. When the mesh is being created by the app it originally has 0x180 verticies. I call this function:
mesh.OptimizeInPlace(MeshFlags.OptimizeAttributeSort | MeshFlags.OptimizeIgnoreVerts, adjac);
Which is supposed to NOT alter the verticies but, in fact, it actually is. That function call takes the verticies from 0x180 to 0x196. Clearly 0x196 doesn't equal 0x180 so the app throws an error when you try to import it back in. I'm looking for a solution to this currently.