I imported the ogre xml model of a shotgun into jme und applied 3 differend textures to it, but the uv mapping is completely wrong. I exported it from 3ds max. heres the code for the materials:
public void assignMaterials()
{
Material mat0 = new Material(assetManager, “Common/MatDefs/Light/Lighting.j3md”);
mat0.setTexture(“m_DiffuseMap”, assetManager.loadTexture(“Textures/gun01/metal_01_512_diff.jpg”));
mat0.setFloat(“m_Shininess”, 10);
Material mat1 = new Material(assetManager, “Common/MatDefs/Light/Lighting.j3md”);
mat1.setTexture(“m_DiffuseMap”, assetManager.loadTexture(“Textures/gun01/wood_01_512_diff.jpg”));
mat1.setFloat(“m_Shininess”, 10);
Material mat2 = new Material(assetManager, “Common/MatDefs/Light/Lighting.j3md”);
mat2.setTexture(“m_DiffuseMap”, assetManager.loadTexture(“Textures/gun01/metal_02_512_diff.jpg”));
mat2.setFloat(“m_Shininess”, 10);
TangentBinormalGenerator.generate((Geometry)model.getChild(0));
TangentBinormalGenerator.generate((Geometry)model.getChild(1));
TangentBinormalGenerator.generate((Geometry)model.getChild(2));
((Geometry) model.getChild(0)).setMaterial(mat0);
((Geometry) model.getChild(1)).setMaterial(mat1);
((Geometry) model.getChild(2)).setMaterial(mat2);
}
also some parts of the model disappear depending on the camera position. I tried different think but nothing worked.
Flip the texture.
I already read about flipping some texture but what is that supposed to mean? how can I do that?
I made a material and assigned a diffuse map and checked “flip” is still looks the same:
http://www.imagebanana.com/view/70q7x9ew/_.jpg
gawd I forgot to fucking set the wrapmode on repeat, now its correct.
still one part of the model disappears at a certain cam rotation.