I have a node (Spatial model) which I have applied a texture to. When the parent node (Node node) rotates the texture does not rotate with the model. It seems that it is floating. How can I get the texture to stick to the mesh?
public class TextureTest extends SimpleGame
{
private Quaternion q = new Quaternion();
private float angle = 0;
private Node node;
Yeah. That is right. But now the texture wraps a bit strange around the object. On other more complex objects I only see the light blue color. Is there a way to "tile" the texture over the mesh.
An other problem. I've added a Torus from jME and imported one from Blender via .obj. Both have the same properties, and I can see the wireframes (by pressing T) and they match. The normals (pressing N) is a bit shorter on the Blender torus.
wrapping around the texture on the jME torus works fine, but the one from Blender has an odd color. Looks like a blend of all colors in the texture…
I still havent figured out how to properly texture an imported model.
Now I've made a model in Blender which is a simple plane with the size 10x10. and added it. I've also added a jME Quad with the size 10x10. The jME model is textured correctly. The blemder model is not. WHY!?
Ive now ensured that the vertexes, normals and triangles is excactly like in both TriMeshes. The difference is that the Blender model does not have texturecoords, so I added the the ones from the jME model and voila.
I was hoping I didn't have to UV map... My models are so complex... Isn't there a way to just "throw" the texture on.
Afraid not, but you don't necessarily have to put a bunch of work into it. You can just add a few seams and let Blender unwrap it. Thats usually good enough for simple texture jobs.