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Bug #424

closed

Vertex Coloring overrides UVs, useless RGBA channels created on other meshes

Added by dariosamo over 12 years ago. Updated over 12 years ago.

Status:
Resolved
Priority:
Normal
Assignee:
Target version:
-
Start date:
06/26/2012
Due date:
% Done:

100%

Estimated time:

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

newtest.max (304 KB) newtest.max dariosamo, 06/26/2012 01:31 AM
bunny.FBX (1.37 MB) bunny.FBX dariosamo, 06/26/2012 01:31 AM
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