Reputation: 11369
I'm trying to map a single texture around a sphere that I exported from Blender. The model looked great in Blender but when I use it in my Android application the texture appears to be mapped to almost every face, not the whole sphere. Any ideas? I am using libGDX on Android.
The setup code:
model = G3dtLoader.loadStillModel(Gdx.files.internal("models/planet.g3dt"), true);
for(StillSubMesh mesh: model.subMeshes) {
mesh.mesh.scale(0.1f, 0.1f, 0.1f);
}
G3dExporter.export(model, Gdx.files.local("models/planet.g3d"));
model = G3dLoader.loadStillModel(Gdx.files.local("models/planet.g3d"));
texture = new Texture(Gdx.files.internal("textures/planet1_pot.png"), true);
bounds = new BoundingBox();
model.getBoundingBox(bounds);
float len = bounds.getDimensions().len();
cam = new PerspectiveCamera(60, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
cam.position.set(bounds.getCenter().cpy().add(len / 2, len / 2, len / 2));
cam.lookAt(bounds.getCenter().x, bounds.getCenter().y, bounds.getCenter().z);
cam.near = 0.1f;
cam.far = 1000;
renderer = new ImmediateModeRenderer10();
The rendering code:
@Override
public void renderScreen(float delta) {
Gdx.gl.glClearColor(0, 0, 0, 1.0f);
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
Gdx.gl.glEnable(GL10.GL_DEPTH_TEST);
cam.update();
cam.apply(Gdx.gl10);
if(texture != null) {
Gdx.gl.glActiveTexture(GL10.GL_TEXTURE);
Gdx.gl.glEnable(GL10.GL_TEXTURE_2D);
texture.bind();
}
model.render();
if(texture != null) {
Gdx.gl.glActiveTexture(GL10.GL_TEXTURE);
Gdx.gl.glDisable(GL10.GL_TEXTURE_2D);
}
}
Edit: Here is a screenshot demonstrating my problem:
Upvotes: 2
Views: 2276