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Author Topic: Flipped texture  (Read 916 times)
tedlin01
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« on: October 29, 2009, 08:32:36 AM »

Hello! I have always been using 3ds max to export to X and then convert to TVA with the modelviewer. When I load the model it works perfect with both TV3D internal shaders and my own shaders.

I have then changed to Blender, exporting to X and to TVA with the modelviewer. This time the mesh works perfect with the TV3D internal shaders but with my shader I have to turn the texture up-side-down for it to get correct. Why do I only have to turn it upside-down with my own shaders but not on the internal shaders when I use Blender instead of 3Ds Max?

Is there some simple answer to this?
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SylvainTV
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« Reply #1 on: October 29, 2009, 10:17:59 AM »

No real idea for that.

Maybe post your custom shaders, maybe there is something weird there.

I know also that some exporters are not exporting the V coordinate (of texture coordinates) correctly, and that you need to "1-V" it
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Sylvain Dupont
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