Quote:
Originally Posted by gap
yep, looks exactly the same to me 
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I see only two ways you could get scrambled AO coordinates:
1) you imported the AO texture coordinates separately (only had import AO checked - basically you were only importing AO texture coordinates) or
2) you imported the AO texture coordinates and AO vertex data and the number of AO vertices == number of non-AO vertices BUT the face definitions were different between AO and non-AO
I adjusted the code for 1 above. For 2 above I can't fix that - you need to ensure you are generating AO texture coordinates on the same object you generated the non-AO texture coordinates so that the face definitions will be the same for non-AO and AO.
Give me a link to the files you were using that gave the scrambled AO texture coordinates so I can view them in Debugger.