Yes B3D has 2 UV coord sets but they're used to apply 2 or more separate textures to a surface. Mikele - as I understand him - wants to individually texture connected triangles using a single texture. This can't be done without unwelding all the triangles.
Thanks for answer.
Very baaad... and strange. Specification-file ("b3dfile_specs.txt") tells:
"[...]
VRTS:
[...]
int tex_coord_sets ;texture coords per vertex (eg: 1 for simple U/V) max=8
int tex_coord_set_size ;components per set (eg: 2 for simple U/V) max=4
[...] ",
but we can't use that from Blitz.
:(
Not strange to me. I don't confess to know anything about the B3D file format but that info seems to say:
- it supports upto 8 UV sets (currently only 2 are implemented).
- each set can have upto 4 coords (currently only the U and V coords are implemented. The W coord is partially implemented but not used. That's 3 altogether with, apparently, room for 1 more.)
Thanks for answer.
Very baaad... and strange. Specification-file ("b3dfile_specs.txt") tells:
"[...]
VRTS:
[...]
int tex_coord_sets ;texture coords per vertex (eg: 1 for simple U/V) max=8
int tex_coord_set_size ;components per set (eg: 2 for simple U/V) max=4
[...] ",
but we can't use that from Blitz.
:(
Not strange to me. I don't confess to know anything about the B3D file format but that info seems to say:
- it supports upto 8 UV sets (currently only 2 are implemented).
- each set can have upto 4 coords (currently only the U and V coords are implemented. The W coord is partially implemented but not used. That's 3 altogether with, apparently, room for 1 more.)