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Doubt about inverted texture


none-9999
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3 minutes ago, Pryme8 said:

What browser are you using? Everything seems to work fine for me on chrome.  I never really tested it though, I tossed this example together in like 20 mins for a guy a while back so Im not sure if there are any bugs.

I think I pressed the keys but I did not keep them pressed, and since it's very slow, the acceleration is not noticeable, so I thought I was not moving (and that's why I tell you about the lights)

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2 minutes ago, Pryme8 said:

Esa es toda la preferencia personal y podría adaptarla fácilmente ... Esto solo muestra la estructura y cómo lograr lo que estaba pidiendo con las partículas.

Simplemente multiplicaría la tasa de emisión por la salida actual del motor o lo que sea.

aa ok, thanks

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1 hour ago, Sebavan said:

@diyo-games you have to invert the sprite orientation on U as well.

In naves.js line 21 add this.flash.invertU = true;

I am marking as solved and please create other thread for other issues.

image.thumb.png.4843e5158f4e6da3e7806e965ab645fa.png

not it is solved :

yes, the logo appears on the right wing, but the front and back are damaged.

baby10.thumb.png.3e2d0812bbb7095592b9d1982a5564db.png

 

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16 hours ago, Pryme8 said:

Fix your UV on your model then prior to importing it to BJS in your modeling software.

hi, this is good, in blender it is ok

baby1.thumb.png.5ac31a7160bb3689a816788c1c925c3a.png

 

export :

 

baby2.thumb.png.3e211af06e4a0ea6fe6bc21ad9b6f392.png

 

even if I export the material, (the texture is in the obj directory) it also flips

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Well here is your UV, what does your texture look like?
uv.png.d4bcde8d05e276e27b20cad2e1741112.png

*EDIT* 
Well here is the texture:

naveTierraSolo.thumb.png.54ef08982c45a8adc2ece4c3ef8c19ab.png


Actually not too sure why its off after looking at this.  I would need to dig deeper, Im thinking its gotta be a UV on the model error though even though I can not see where at this moment.

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Yea, as soon as I saw this I had a pretty good idea what the problem was, but saw they were using a different Blender output option, so I moved on.  This was not my problem.

FYI, the default setting for the invertY arg of the Texture constructor is TRUE. In fact, there is no way inside the structure of a .babylon file to not default.  Guess the shaders were just designed to access textures inverted.

I noticed when doing a fully scale test of compressed textures using the mansion scene that things were off.  The grave stone writing was upside down.

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Thats fine, but if you look at:

baby10.thumb.png.3e2d0812bbb7095592b9d1982a5564db.png

You will see that the wings are fine.  Im trying to see if the BABYLON.OBJFileLoader.OPTIMIZE_WITH_UV = true; line fixs these glitchs on the front and back.

If so then you use that and flip your U and everything should be fixed.

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4 minutes ago, Pryme8 said:

Thats fine, but if you look at:

baby10.thumb.png.3e2d0812bbb7095592b9d1982a5564db.png

You will see that the wings are fine.  Im trying to see if the BABYLON.OBJFileLoader.OPTIMIZE_WITH_UV = true; line fixs these glitchs on the front and back.

If so then you use that and flip your U and everything should be fixed.

OK I will try it

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bad..

baby6.thumb.png.218a7911f9c2bd15ca50396033ef6476.png

 

this.mesh ={};
	this.material= new BABYLON.StandardMaterial(this.name+"_material", scene);
	this.material.diffuseColor = new BABYLON.Color3(0.8, 0.8, 0.8);
	this.material.specularColor = new BABYLON.Color3(0.05, 0.05, 0.05);
	//this.material.invertU = -1;
	if(textureMat != null){
		//this.material.diffuseTexture = new BABYLON.Texture("texturas/"+textureMat, scene);
		this.material.diffuseTexture = new BABYLON.Texture("texturas/"+textureMat, scene, false, false);
		this.material.diffuseTexture.uScale = -1; // Mirror Horizontally
		this.material.diffuseTexture.vScale = -1; // Mirror Vertically
	}

i tried all combinations

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