steve3d Posted March 5, 2011 Posted March 5, 2011 in previous version, Unigine-20110117, my speedtree intergration works correctly, but today, I ported those patches to Unigine-20110228, I found both my stem and leaf material are wrong, whatever settings I used in SpeedTree Compiler, it alwasys use the same wrong texture orientation. Finally, I changed the mesh generation code to vertex[num_vertex+j].texcoord[0] = lod->m_pTexCoordsDiffuse[j*2]; vertex[num_vertex+j].texcoord[1] = 1.0f - lod->m_pTexCoordsDiffuse[j*2+1]; I flipped the V orientation, then all the existing model works correctly. Is this a intended change in mesh_stem/leaf_base shader? I also tried with CCore->SetTextureFlip(true/false), it always use the same wrong orientation.
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