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Found 2 results

  1. Hey folks! I've been screwing around with this damn mountain side covering mesh all day. The last few (4+) hours were about getting it a bump mapped texture. I'm having problems with making up UV coordinates I assume. I'm going around each side, and I'm pushing two vertices for each original vertex on the edge of the mountain, one for the top, and one for a bottom to cover the side, like so: xLeft.push(x, y, z, x, -70, z);Then I join them to a single array of positions like so, and try to make 2*UV coordinates for each pair of vertices (pair as in a top and a bottom one, like inserted before): var wrappingPoints = xRight.concat(zTop, xLeft, zBottom);var wrappingUvs = [];var increment = 1 / wrappingPoints.length / 3 * 2;for (var i = 0; i < wrappingPoints.length / 3; i += 2) { wrappingUvs.push( increment * i, wrappingPoints[3 * i + 1] / yMax, // x , y increment * i,0 // x , y );}I've been mixing up the orders of the Us and Vs, and trying to do all sorts of experiments, but for the sake of it, I cannot find what's wrong with this. The thing that's visible on the image is that every second triangle of the mesh (1 tri / quad) has it's texture upside down. So the coordinates I wanted to add for each pair of vertex were - (increment * i, wrappingPoints[3 * i + 1] / yMax) for the top and (increment * i,0) for the bottom one. What am I doing wrong here?
  2. hello, i'm trying to export my baked ligthmaps from blender. As my model should not receive any dynamic lighting, i created the first UV set for the "Emit" slot and a second one, lightmap packed, for the "Ambient" slot. So i have two different sets of texture coordinates for two different texture slots. The python exporter seems to have problems with that: (excerpt from a simpe babylon file, exporting a quad) ,"uvs":[0.2066,0.2066,0.7934,0.2066,0.2066,0.7934,0.7934,0.7934],"uvs":[0.2066,0.2066,0.7934,0.2066,0.2066,0.7934,0.7934,0.7934]],"indices":[0,1,2,1,3,2] It produces two identical UV arrays and mistakingly adds a bracket "]" at the end of the second one. Does Babylon support multiple texture coordinates?And Is there a way to get them from blender or maybe with FBX? In addition, is there a way to exclude objects from dynamic lighting or specific lights?
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