Hello,
Another newbie-ish question I'm afraid. Hopefully not too hard.
I have a fairly complex model in 3DS format and I'm trying to wrap a texture around it. Unless I'm much mistaken, I think I'm trying to do UV texturing.
I was under the impression from forum postings and javadocs that jpct is able to do this to some degree, and I've tried the following code:
Object3D[] bits = Loader.load3DS(filename, 10f);
Texture tex = new Texture("images/2.jpg");
texMan.addTexture("text", tex);
bits[0].setTexture("text");
bits[0].calcTextureWrap();
bits[0].recreateTextureCoords();
bits[0].rebuild();
As well as a number of variations (merging the Object3D[] together and applying the texture to that, applying the texture to each element of the Object3D[]) but without any luck. When the area is rendered, everything has the dummy (plain white) texture. I've called calcTextureWrap and recreateTextureCoords after setting the texture and before building it. I haven't got any envmapping stuff anywhere (which I understand would ruin things).
Have I made the faulty assumption that JPCT can do this for me? Or is it something I need to do in my model editor to make this work?
I'm rendering with openGL if that makes any difference