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3ds Model'ss UVs Load Wrong
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ZeroSigma wrote at 2013-03-13 18:42:
Hi, I'm trying to load a 3ds model that I exported out of Blender and everything goes fine but the texture looks wrong. Each face should have its own colour.
This is the code I use to load the model and assign the texture:
http://dl.dropbox.com/u/43365724/planetCube.3ds
http://dl.dropbox.com/u/43365724/uvTest2.png
This is the code I use to load the model and assign the texture:
_currentModel = ModelImporter.Load("../../Models/planetCube.3ds");
Model3DGroup modelGroup = (Model3DGroup)_currentModel;
GeometryModel3D model = (GeometryModel3D)modelGroup.Children[0];
var texture = new ImageBrush();
texture.ImageSource = new BitmapImage(new Uri(@"../../Textures/uvTest2.png", UriKind.Relative));
model.Material = new DiffuseMaterial(texture);
Here are the files:http://dl.dropbox.com/u/43365724/planetCube.3ds
http://dl.dropbox.com/u/43365724/uvTest2.png
ZeroSigma wrote at 2013-03-16 08:22:
Solved it thanks to this article on stackoverflow:
Why does TextureCoordinates work as expected for a Viewport2DVisual3D, but not for a GeometryModel3D?
Just set ViewportUnits on the ImageBrush to Absolute! :)
Just set ViewportUnits on the ImageBrush to Absolute! :)
objo wrote at 2013-03-17 21:50:
I had a quick look at your model files - it seems like there is no texture defined in the .3ds file?
The
The
StudioReader
class already sets the ViewportUnits
to
Absolute
, so I don't think any change is necessary in this library.Customer support service by UserEcho