From a30f089e82c726e5fd28bd3869571a615c8f5d6e Mon Sep 17 00:00:00 2001 From: Andy Nichols Date: Thu, 20 Aug 2015 11:45:05 +0200 Subject: 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 --- .../exampleresources/assets/chest/diffuse.webp | Bin 74100 -> 70980 bytes .../assets/metalbarrel/diffus_black.webp | Bin 197350 -> 162040 bytes .../assets/metalbarrel/diffus_blue.webp | Bin 144490 -> 101158 bytes .../assets/metalbarrel/diffus_green.webp | Bin 97406 -> 74498 bytes .../assets/metalbarrel/diffus_red.webp | Bin 129352 -> 86874 bytes .../assets/metalbarrel/diffus_rust.webp | Bin 306702 -> 254934 bytes .../assets/metalbarrel/diffus_stainless_steel.webp | Bin 6590 -> 6042 bytes .../assets/metalbarrel/diffus_yellow.webp | Bin 156118 -> 101134 bytes .../assets/metalbarrel/normal_hard_bumps.webp | Bin 36686 -> 29446 bytes .../assets/metalbarrel/normal_middle_bumps.webp | Bin 31604 -> 25560 bytes .../assets/metalbarrel/normal_no_bumps.webp | Bin 25252 -> 21544 bytes .../assets/metalbarrel/normal_soft_bumps.webp | Bin 27926 -> 23620 bytes .../assets/metalbarrel/specular.webp 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