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authorAndy Nichols <andy.nichols@theqtcompany.com>2015-08-20 11:45:05 +0200
committerAndy Nichols <andy.nichols@theqtcompany.com>2015-08-20 12:29:36 +0000
commita30f089e82c726e5fd28bd3869571a615c8f5d6e (patch)
treeeedd6588aaedebfc464f0b62bb59bdb46dc6583d /examples/qt3d/exampleresources/assets/metalbarrel/normal_no_bumps.webp
parenta9ce667b7116950ada2d41fe8bcba5e6f9f9ba57 (diff)
Always Flip UV Coordinates in Objloader
Currently if you use a QMesh that has its geometry loaded from an obj file, the UV coordinates are such that the default loading behavior for textures is inversed over the Y axis, and now any textures provide must be preprocessed to be inversed over the Y axis as well. This is not consistent with the behavior of our scene loaders which allow for Textures to be loaded normally (right-side-up) and still get sampled correctly. This is because the scene loaders make sure to flip the UV coordinates when loading the asset. To be consistent, we now the UV coordinates when loading QMesh geometry with the Objloader. [ChangeLog][Qt3DRenderer][Objloader] UV Coordinates are now always flipped when loading QMesh Geometry from an obj source. Task-number: QTBUG-46815 Change-Id: I8c3ee5de5c8bbaf5967ef81059ed97eb85901ac2 Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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