carl.sutton Posted October 10, 2011 Share Posted October 10, 2011 In a node file containing an ObjectMeshDynamic, a vertex is given 14 values. I have worked out that the first 3 are position and the last 3 are the normal. But what about the middle 8 values? I know some of these are texture coordinates, but are there 4 sets of texture coordinates? How do I generate these values if I have created vertex data in an external application that currently only stores position, normal and one set of UVs? Here is a node file containing a simple 4 vert plane to highlight my question; <?xml version="1.0" encoding="utf-8"?> <nodes version="1.14"> <node id="1689" type="ObjectMeshDynamic"> <mesh name="Plane001" begin="0" end="6"/> <vertex num_vertex="4"> 23.6193 23.8566 0 //position 1 0 0 0 -1.52593e-005 -1.52593e-005 1 1 //texcoords??? -2.32845e-010 1.52593e-005 -1 //normal 23.6193 -22.1984 0 1 1 0 0 -1.52593e-005 -1.52593e-005 1 1 -2.32845e-010 1.52593e-005 -1 -22.4358 23.8566 0 0 0 0 0 -1.52593e-005 -1.52593e-005 1 1 -2.32845e-010 1.52593e-005 -1 -22.4358 -22.1984 0 0 1 0 0 -1.52593e-005 -1.52593e-005 1 1 -2.32845e-010 1.52593e-005 -1 </vertex> <indices num_indices="6">2 3 0 1 0 3</indices> <surface name="Plane001" material="mesh_base" property="surface_base"/> <transform>1 0 0 0 0 1 0 0 0 0 1 0 7.79179 -50.1617 -2.42496e-008 1</transform> </node> </nodes> Link to comment
frustum Posted October 10, 2011 Share Posted October 10, 2011 0,1,2 - is position 3,4 - is the first uv set 5,6 - is the second uv set 7,8,9 - is normal 10,11,12 - is tangent 13 - is binormal direction (1.0 for positive dot(normal,cross(tangent,binormal)) product, -1.0 for negative product) Link to comment
carl.sutton Posted October 10, 2011 Author Share Posted October 10, 2011 Thanks Frustum, this is very helpful and explains a lot about the issues I have been having. Link to comment
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