In the call to glTexCoord2f in 3dsplay.c, it looks to me like the texture
coordinates are switched. The V coordinate is sent as the U coordinate, and
the other way around. Changing it makes 3DS models with texturing look
good, while the default/current code makes texturing look funny.
Let me know if you need an example model to see it.
Original issue reported on code.google.com by jkypr...@gmail.com on 20 Jan 2010 at 9:04
Original issue reported on code.google.com by
jkypr...@gmail.com
on 20 Jan 2010 at 9:04