Closed GoogleCodeExporter closed 9 years ago
Issue 13 has been merged into this issue.
Original comment by wonchun
on 16 Aug 2011 at 2:49
r16 partially addresses this problem.
Original comment by wonchun
on 17 Aug 2011 at 1:46
r21 has a followup that completes the workaround; r16 only managed to parse
permissively, but would stick the zeros in the texcoord stream instead of
ignoring them.
Original comment by wonchun
on 17 Aug 2011 at 7:38
With revision 21 we have this :
http://funkyimg.com/u2/608/526/secondexper.png
Textures working incorrect :(
What this can be?
Original comment by stagedown@gmail.com
on 17 Aug 2011 at 8:38
Attachments:
Ok, thanks anyway.
I reported new bug. Textures incorrectly displays. See in issue 14
Original comment by stagedown@gmail.com
on 17 Aug 2011 at 8:46
I think it means that exporter can't export UVW from obj to utf8.
That's bad, really.
Original comment by stagedown@gmail.com
on 17 Aug 2011 at 9:05
I believe this might be a bug in the viewer. It is hard to tell because I don't
have the time right now to debug THREE.js (I'm not super familiar with it). My
own tests work.
Original comment by wonchun
on 17 Aug 2011 at 9:07
Attachments:
oh! that's nice!
can you give me a code on which you tested?
Original comment by stagedown@gmail.com
on 17 Aug 2011 at 9:10
I bet three.js (or something) is vertically flipping either your image or the
texcoords. Try that first.
Original comment by wonchun
on 17 Aug 2011 at 9:14
Try what? Sorry, i don't completely understand you.
Original comment by stagedown@gmail.com
on 17 Aug 2011 at 9:23
Try flipping the texture image upside-down, either in an image editor or using
UNPACK_FLIP_Y_WEBGL.
Equivalently, you can invert the y-texcoord, either when you load the model, or
in the vertex shader.
Original comment by wonchun
on 17 Aug 2011 at 9:29
Original comment by wonchun
on 25 Aug 2011 at 7:40
Original issue reported on code.google.com by
wonchun
on 16 Aug 2011 at 2:47