Open GoogleCodeExporter opened 9 years ago
I was having similar problems. After digging around for a while, I think I've
diagnosed the issue, but the fix seems to be pretty far-reaching.
It seems to me the heart of the problem is a misunderstanding in the Min3d code
of how OpenGL handles multiple textures. In Renderer.drawObject_textures(), it
attempts to iterate through multiple textures using
RenderCaps.maxTextureUnits()... but that's not where multiple textures are
stored-- that's where multiple _simultaneous_ textures can be stored (on
Android, the limit is 2). Because of that, it basically only ever uses a
single texture for any Object3d.
That's not always obvious, because of a neat trick in Min3d- the texture atlas.
It looks like what that does is combine all your textures into a single large
bitmap, adjusting your texture coordinates to compensate. That's a neat trick
which probably accomplishes some optimization, and covers up the bug in the
renderer.
...Unless you need to use repeating textures, with texture coordinates < 0 or >
1. In that case, it doesn't map those coordinates correctly in the texture
atlas, and it can end up repeating the full, generated bitmap (all your
textures) across the surface instead of just the one you want.
This _sounds_ like a different problem that what you're seeing, but I suspect
it's related.
The fix, as far as I can tell, it pretty complicated. For one thing, each
object (ie group of faces) needs to have only a single texture, not a list.
And the parsers need to build up ParseObjectData items that correspond to a
list of faces per texture/material. This has a pretty big impact on the data
structures currently in use, as well as the parsing algorithms.
Despite this bug, Min3d has helped me tremendously. I'd like to take a stab at
contributing a fix, but it seems like it might be too sweeping, and might be
something a core developer would want to take a look at.
Original comment by perplexi...@gmail.com
on 11 Jun 2011 at 8:22
I may been able to work around this bug by simply exporting a new OBJ for every
new texture that is used and going through the loading methods for each OBJ.
It has worked for two textures for me so far... to simplify the number of
textures required I have exported UV map layouts and filled them in.
Original comment by erek.and...@gmail.com
on 1 Nov 2011 at 1:23
Original issue reported on code.google.com by
Andrew.L...@gmail.com
on 4 Jun 2011 at 7:08