Bug #424
closedVertex Coloring overrides UVs, useless RGBA channels created on other meshes
100%
Description
Using the VertexPaint modifier to apply both regular vertex coloring and vertex alpha works well, the correct color is exported out in the Ogre .mesh. But there seems to be two rather important issues when exporting an scene with EOE, that are non-existent when trying it out with OgreMax, so it can likely be fixed. And I made sure this time the Scene importer was right, don't worry. :P
1: The first UV channel, the one normally used for texturing, gets overrided by some of the values in the vertex coloring. You can even spot the patterns of the colors acting as texture coordinates.
2: Meshes that don't have vertex paint export out with a rather useless RGBA channel, packed like 0, 0, 0, 1. OgreMax doesn't export out vertex coloring on meshes that don't need it, so I guess this should be helpful on saving up space on the .mesh files exported out, and maintaining some consistency, since if any shaders make use of the RGBA, it will come out as black unless you apply a VertexPaint modifier with full white. (or implement some ugly hack that forces all 0,0,0,1 meshes to full white RGBA).
I've attached an FBX and a Max 2012 scene that reproduce the issue in both cases.
Files
Updated by arkeon over 12 years ago
- Status changed from New to Feedback
- % Done changed from 0 to 100
I didn't known that max use channel indexes -2 to 0 for color, alpha and illum.
so the first uv on the mesh was the color channel ^^
I don't know if theses channels should be useful in Ogre but I just skip them for now.
Don't know why in my Ogre viewer I can't see the vertex colors nor in Max ^^
So please tell me if it works for you.
Updated by dariosamo over 12 years ago
Both issues are fixed, consider it closed. Thanks a lot for the help. :)