I have been writing a collada importer, and things are going well, but I’ve got a problem with my UV’s… in some cases they’re rotated 90 degree’s, and in some cases they’re upside down (all in the same DAE file)
In some cases the UV’s are 90o degrees to the right, and in some cases they’re upside down.
t = 1 - s
s = 1 - t
fixes some cases (and breaks others)
and
t = 1 - t
s = 1 - s
fixes the upside down ones (and again, the 90o degree ones are still broken)
I’m assuming the UV’s exported from max are right, but for the life of me I cannot find a program to which will view this 60mb DAE file to verify the export is correct.
I’ve searched extensively, learnt there is no texture matrix transformation support in the collada spec, and no hints that I need to do anything with the UVs…
AFAIK I’m reading my UV’s from the input/source/accessor correctly (it’s a generic function and seems to be correct for normals and positions)
Many of the nodes in the collada are rotated 90 degrees, but it seems silly if I need to apply node transformations to the UV mapping… but is that the case?
I’ve checked through the sources and they all reference the texcoord source params as S,T (never say, T,S which I thought might be the case)…
Can anyone suggest what might be wrong? or even point me to a tool that will import the DAE AND let me see the texture mapping?
I’m aware TEXCOORD’s and UV’s arent the same thing, but I haven’t found any documentation specifying how I might have to transform the TexCoords into UV’s…
Another note, I’m rendering through the direct3d FF pipeline (dx9) in case I’ve neglected to do something there…
Any help appreciated!