Lightmaps / vertex type: EVT_2TCOORDS

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ayman
Posts: 51
Joined: Sat Feb 05, 2005 7:33 pm
Location: Piefke State

Lightmaps / vertex type: EVT_2TCOORDS

Post by ayman »

Is it correct, that in order to use lightmaps (video::EMT_LIGHTMAP...) I _need_ a mesh with two sets of UV-coordinates ?
Or is it possible to tell Irrlicht to use the first set of UV-coordinates for the second texture too?

I have problems to load such a mesh with two UV-coordinate sets with Irrlicht. I created one with Ultimate Unwrap3D (UU3D) and saved it as *.x-file, but after loading

Code: Select all

smgr->getMesh (<my_mesh_file>.x");
... I tested the vertex type and got EVT_STANDARD, not the desired EVT_2TCOORDS.

Which one of Irrlicht's mesh loaders is able to load and preserve _two_ UV-sets ?
ayman
Posts: 51
Joined: Sat Feb 05, 2005 7:33 pm
Location: Piefke State

Post by ayman »

just read that Irrlicht supports Gile[s]. I use that with Blitz3D in the past (B3D-exporter).

How should I export from Gile[s] to import it in Irrlicht ???
ayman
Posts: 51
Joined: Sat Feb 05, 2005 7:33 pm
Location: Piefke State

Post by ayman »

... and me again ;-)

Just found out that I can use My3DTools to import from Gile[s].

But please answer my first questions, see above.

Thanks in front.
Ayman
Guest

Post by Guest »

It did not work for me, thats why i use OGRE now. Its a pity thats its the only reason. I will probably return if someone gets it baked. This ducks sick.
ProSoft
Posts: 59
Joined: Thu Sep 08, 2005 10:55 am
Location: Brasil

Post by ProSoft »

I cannot see a good reason to have a lightmap and color layer on an object, with same uvmap set. Instead, you can paint shadows/lights directly on color map (texture). Lightmap is usefull when you use tiled textures... in this case, the uvmap sets are completely diferents...
puh
Posts: 356
Joined: Tue Aug 26, 2003 3:53 pm

Post by puh »

ProSoft is right.
But you can do this in Irrlicht easily, just read the idea and function in http://irrlicht.sourceforge.net/phpBB2/ ... hp?p=45575
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