why a bake map texture mesh have three lines UV?

towpb

19-08-2007 20:10:23

I used the ofusion exported a bake map mesh to ogre mesh succefuly.
but i converted the mesh to xml format.
I founded it have three UV coordinates in mesh xml file.
<vertexbuffer texture_coord_dimensions_0="2" texture_coord_dimensions_1="2" texture_coord_dimensions_2="2" texture_coords="3">
<vertex>
<texcoord u="0" v="0" />
<texcoord u="0" v="1" />
<texcoord u="0.02" v="0.0938461" />
</vertex>
<vertex>
<texcoord u="0" v="1" />
<texcoord u="0" v="1" />
<texcoord u="0.02" v="0.98" />
</vertex>
<vertex>
<texcoord u="1" v="0" />
<texcoord u="0" v="1" />
<texcoord u="0.98" v="0.0938461" />
</vertex>
<vertex>
<texcoord u="1" v="1" />
<texcoord u="0" v="1" />
<texcoord u="0.98" v="0.98" />
</vertex>
</vertexbuffer>

the first UV coordinates is the origin map UV
the third UV coordinates is the bake map UV
but the second UV coordinates U=0,V=1 ,I don't know it's means?

I used the 3dsmax Igame exporter only export the first UV coordinates and the third UV coordinates ,texture_coords count ="2",is not "3",why?
I want to know the second UV coordinates U=0,V=1 ,its means,and where the data from 3Dmax, or because of bake ,manual add the line?

Lioric

20-08-2007 15:20:31

Review with the max internal channel uv tool (its in the utilities tab) to verify the count of uv channels of your mesh