Does the light map need to use exactly texcoord2 ?
In the new implementation the image is mapped to texcoord and normal map, light map and shining (not sure if I remember all of that correctly) are mapped to other texcoords.
Now i understand your point about baking. Ok, i take my words back. )
About texcoord2: all i need is just import TexCoord2 if it exists in the Mesh. At present, only TexCoord1 is imported by blender importer. So, I cannot apply “lightmap” for TexCoord2.
Thanks for continuing the work on the blender support @Kaelthas Hopefully I’ll be able to work on some new models soon to try some importing to jME . Lately I’ve been trying to get to grips with the latest blender and trying to get my son involved into working on some sort of storyline to get something going eventually in the modeling dept
I have succesfully merged two flat textures with different UV coordinates.
So now what is left:
do the same to merge 3D and 2D textures (and 3D textures with different UV’s); but these two should be easy now
refactor the code (make it more readable)
improve the performance and reduce the result texture size
fix any bugs
test
commit
This might take me some time (I guess that about 2-3 weeks) but now I am sure thie will simply work and textures loading will be much more improved.
Just be patient for a while yet
@qfxcoder
Thanks for the link I have found the same in other sources (already in java code) and it is working. But its always good to be familiar with mathematics that are behind the code so I intend to study this wiki article anyway
support for loading both 2D and 3D textures (they are merged and flattened to Texture2D)
support for colorband usage in flat textures
support for using color factors for flat images
Bugfixes:
blend texture should be now calculated properly at the ends of the object
blend texture is now properly directed
flat texture projection (flat, bude and tube) should now be properly directed
Todos:
support for DXT1A texture type (if anyone could probide me with the format definition it would be great )
increase the number of supported texture types for blending and IO operations
improve final image compaction
direct sphere projection towards Y axis
blend DDS texture with base texture (done)
I have also improved code separation which should improve readability and I prepared myself a starting point for mapping a generated textures into a normal mapping texture I hope to work on that soon.
The loading time though might have increased but this importer is just a developer tool so I guess it won’t be a critical part of it.
The whole texture part is quite a large topic. I am 100% sure there will be lots of bugs so please be patient. I will try to fix everything as fast as possible
@mifth said:
Very cool man! Thank you for your effort.
Blender 2.63 is out. It has a new mesh system (BMesh). Now blender supports n-gons. Do you think about blender 2.63 support?
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.63
Greetings, I’ve updated my version of the jme today and got this strange bug. The ship is loaded correctly as the texture is but the mapping is damaged.