Stange thing is, i have modified the function reTexture to adjust the UV's how i want them. When Objects are not compiled it works great (i can map -0.5 up left OR 0.5 low right of the texture) but when compiled it works but gives strange results (maps the whole texture no up left or down right). I must do something wrong.
Make sure to use the proper compile()-call. If you want to change texture coordinates at runtime, you have to use compile(true, false); You might have to call Object3D.touch() after adjusting uv-mapping as well.
I also have discovered using octree for my heightmap (for toutch events) works but gives nullpointers using calcMinDistance sometimes.
Make sure that you aren't accessing any jPCT related objects in the method that handles the touch events. Set a flag instead and evaluate it in onDrawFrame(). jPCT (and jPCT-AE) aren't thread safe. If the problem persist, please post the exception.
Why don't those idiots read the documents first, i hear you think..
Build also has this boolean i seen, or is staticUV default to false with build?
Anyway, tried it all and doesn't help anything. I can't seem to get it working and i know i'm doing something wrong because the second texture is mapped upside down when object is NOT compiled, but doesn't get mapped at all when it is compiled (i still get the whole texture). I made a a screenshot. I also have some example source if you like.
And i leave octree for now, using default object CollisionMode works fine and the app loads much faster also.
(Ohh, the glitch in the screenshot is my mistake, not JPCT
[attachment deleted by admin]