[Bf-committers] Extracting correct UV coordinates

Spencer Parkin spencertparkin at gmail.com
Tue Dec 13 18:25:02 CET 2016


Thanks for mentioning that.  I have verified that I'm actually loading my
texture-data in up-side down.  After correcting that, I no longer need to
flip the V-coordinate coming out of blender's OBJ exporter.

On Mon, Dec 12, 2016 at 1:13 PM, Alberto Torres <kungfoobar at gmail.com>
wrote:

> A common issue is UVs (or textures) flipped vertically. Can you check by
> flipping UVs manually? If that's the case, you can fill a bug in the bug
> tracker explaining the problem. Chances are that we need an option for
> inverting UVs because of how different programs read it (or how textures
> are read).
>
> On Mon, Dec 12, 2016 at 9:09 PM, Spencer Parkin <spencertparkin at gmail.com>
> wrote:
>
> > Never mind.  I gave up and started using the OBJ file exporter which
> > appears to work, though I do have to flip one of the texture coordinates,
> > but it works.
> >
> > Someone might want to revisit the PLY exporter as it may have broken a
> few
> > releases back and now it's fallen by the way-side.
> >
> > On Sat, Dec 10, 2016 at 9:42 PM, Spencer Parkin <
> spencertparkin at gmail.com>
> > wrote:
> >
> > > Hi.
> > >
> > > I'm trying to write a PLY exporter plugin for Blender using Python.
> > (I've
> > > attached it for reference; I hope that's okay.)  In short, I can't get
> > the
> > > UVs to come out correctly.  Not only does the exported PLY file import
> > > incorrectly into a different program, but I've verified that the
> exported
> > > UVs are just plain wrong by comparing my exported output with what I
> find
> > > in the UV/Image editor when kept in sync with the 3D View in edit mode.
> > >
> > > I'm at a complete loss.  Any help would be greatly appreciated.
> > >
> > > --Sp
> > >
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