Page 1 of 1

Lightmaps / vertex type: EVT_2TCOORDS

Posted: Mon Sep 19, 2005 6:16 pm
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 ?

Posted: Mon Sep 19, 2005 6:39 pm
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 ???

Posted: Mon Sep 19, 2005 7:15 pm
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

Posted: Thu Sep 29, 2005 6:07 pm
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.

Posted: Thu Sep 29, 2005 8:32 pm
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...

Posted: Fri Sep 30, 2005 7:14 pm
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