Problem with saved j3o [SOLVED]

Hi!



Another issue with j3o file. When I save a Node to j3o with SeperateTexCoord=true i have a problem with a shader. BIG BLUE ASTEROID. But it should look like a small asteroid.



Original Mesh was OGRE.



http://i.imgur.com/p45pH.jpg





Save Code:



[java] private void binaryExport(String name, Node saveNode) {



String str = new String(“assets/J3O/” + name + “.j3o”);



// convert to / for windows

if (File.separatorChar == ‘’){

str = str.replace(’’, ‘/’);

}

if(!str.endsWith("/")){

str += “/”;

}



File MaFile = new File(str);

MaFile.setWritable(true);

MaFile.canWrite();

MaFile.canRead();





try {

BinaryExporter exporter = BinaryExporter.getInstance();

exporter.save(saveNode, MaFile);

// BinaryExporter.getInstance().save(saveNode, MaFile);

} catch (IOException ex) {

System.out.println(“Baddddd Saveee”);



}



}[/java]







[java]

void SaveIt() {

// Saving scene with empty Nodes to j3o

Node sceneSave = new Node(sceneNAME);

for (Object sp : sceneNode.getChildren()) {

Node ndGet = (Node) sp;

if (ndGet.getName().indexOf(“CAPSULE”) != 0 && ndGet.getName().indexOf(“BOX”) != 0

&& ndGet.getName().indexOf(“CYLINDER”) != 0 && ndGet.getName().indexOf(“HULL”) != 0 && ndGet.getName().indexOf(“MESH”) != 0

&& ndGet.getName().indexOf(“PLANE”) != 0 && ndGet.getName().indexOf(“SPHERE”) != 0 && ndGet.getName().indexOf(“CONE”) != 0

&& ndGet.getName().indexOf(“COMPLEX”) != 0) {

Node ndSave = new Node(ndGet.getName());

ndSave.setLocalTransform(ndGet.getLocalTransform());

sceneSave.attachChild(ndSave);

}

}

binaryExport(“Scenes/” + sceneSave.getName(), sceneSave);





// Saving original Objects

for (Object sp : alNodesOriginals) {

Node ndSave = (Node) sp;

ndSave.removeFromParent();

ndSave.setLocalTransform(new Transform());

binaryExport(“Models/” + ndSave.getName(), ndSave);

}



// Saving collision Meshes

for (Object sp : alCollisionMesh) {

Node ndSave = (Node) sp;

ndSave.setLocalTransform(new Transform());

binaryExport(“CollisionMeshes/” + ndSave.getName(), ndSave);

}

}




// SHADER LIGHTMAP

matThis.setTexture("LightMap", textureAO);
matThis.setBoolean("SeperateTexCoord", true);
[/java]


If I do not set the Lightmap and SeperateTexCoord=false, so I have:
http://i.imgur.com/vsn4i.jpg
1 Like

I generated tangents twice. It seems it saved my asteroids. Thanks.