Hello, 
I have box with removed one face with applied texture. I use blender to create the box and export it into obj file  ( see  box_obj and box_mtl files)
I import the box file with this code:
	InputStream objStream1 = getResources().openRawResource( getResources().getIdentifier( "com.threed.jpct.example:raw/box_obj", null, null ) );
		InputStream mtlStream1 = getResources().openRawResource( getResources().getIdentifier( "com.threed.jpct.example:raw/box_mtl", null, null ) );
				
		box = com.threed.jpct.Loader.loadOBJ( objStream1, mtlStream1, 3.0f )[0];
		if ( null != box )
		{
			//box.invert();
			box.setCulling( Object3D.CULLING_DISABLED );
			box.setEnvmapped( Object3D.ENVMAP_DISABLED );
					
			box.setTexture( "texture" );
			//box.calcNormals();
			box.rotateX( 90 );
			box.build();
			box.compile();
			world.addObject(box);
			box.translate( 0.f, 0.f, 0.f );
		}
There are 2 problems:
1. The applied texture from mtl file not shown. The texture exist in drawable and 
I can apply it on object using this code:
InputStream is = getResources().openRawResource(R.drawable.grid);
	Bitmap bitmap  = BitmapFactory.decodeStream(is);
	Texture texture = new Texture(bitmap);
	TextureManager.getInstance().addTexture("texture", texture); and set it with box.setTexture( "texture" ); 
Maybe the file is ok because I see the correct object using 3D Model Viewer (  http://www.janbirsa.com/tools/ModelViewer/ )
2. With applied texture when I rotate the box ( with rotateXXX or rotateAxis ) the result is something like box.jpg
Maybe I miss something.
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				1. u should add texture to manager before loadobj,that means the code below should places before loading obj file.
InputStream is = getResources().openRawResource(R.drawable.grid);
	Bitmap bitmap  = BitmapFactory.decodeStream(is);
	Texture texture = new Texture(bitmap);
	TextureManager.getInstance().addTexture("texture", texture);
 for detail,see to http://www.jpct.net/wiki/index.php/Loading_models
2. what u expect to be right?
			
			
			
				The emulator renders crap most of the time. Give it a try on a real device to if that looks more like you want it to.
			
			
			
				Thank you. The emulator was the problem.
			
			
			
				Hi,
i use blender to create a cylinder with texture. export obj file and mtl file. that is attached.
but when i load it in jPCT-AE it shows the cylinder without texture, i'm consider the last post but answer isn't changed.
do you have any suggestion? can you test my obj file?
Thanks
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				The other model that you've send me via PM loads fine and texture works too. No idea what's wrong with your approach. Try to leave out that Bitmap/decode-step and load the texture directly from the input stream like so:
Texture woody = new Texture(res.openRawResource(R.raw.wood));
Also double check that there's no other texture assignment and especially (as i've already written in the PM) no call to any calcTextureWrap-method.
			
			
			
				may i have your exmaple code or project that load with my obj file?
			
			
			
				I hacked into my demo Activity, which is a cluttered mess that i'm using for internal testings of all kind. So i can't post the complete Activity here, but all i added was this (it's called rock because it replaced an object that was already there):
Texture woody = new Texture(res.openRawResource(R.raw.wood));
TextureManager.getInstance().addTexture("wood", woody);
Object3D rock = Object3D.mergeAll(Loader.loadOBJ(res.openRawResource(R.raw.boxobj), res.openRawResource(R.raw.boxmtl), 0.1f));
rock.setTexture("wood");
world.addObject(rock);
...
world.buildAllObjects();
			
			
			
				Excuse me dear,
this is my project in attachment
 :-\
is there any problem?
my wood.png file is 1024*512
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				Works fine:
(http://jpct.de/pix/stuff.png)
Try with a square texture (i.e. 512*512) instead. Some OpenGL ES 2.0 implementations are having problem with non-square textures (which is why the log outputs a warning in that case).
			
			
			
				That's good
yes, i changed to 512*512 and work well.
 :) :) :)
Thanks So Much
			
			
			
				No problem. Just keep in mind that looking at the log output from time to time may help in such cases.