I’ve been studying the ‘NormalMapping’ example, and trying to get it done, but I need some help please.
I noticed there is an inverse image of the original, which is applied to the model.
This is evident in the .egg file.
<CoordinateSystem> { Y-Up }
<Comment> {
"maya2egg85 -o room.egg room.mb"
}
<Texture> phong3SG.tref3 {
layingrock-n.jpg
<Scalar> format { rgb }
<Scalar> wrapu { repeat }
<Scalar> wrapv { repeat }
<Scalar> minfilter { linear_mipmap_linear }
<Scalar> magfilter { linear }
<Scalar> envtype { normal }
}
<Texture> phong3SG {
layingrock-c.jpg
<Scalar> format { rgb }
<Scalar> wrapu { repeat }
<Scalar> wrapv { repeat }
<Scalar> minfilter { linear_mipmap_linear }
<Scalar> magfilter { linear }
}
…
However I also noticed something like this in each vertex group:
<UV> {
3 3
<Tangent> { 0 -3.83044e-009 -1 }
<Binormal> { -1 -3.83044e-009 0 }
}
… which is not found in any of my .egg files, and which therefore probably answers one of my questions – which is:-
Does my model have to be exported from my modeler with the inverse texture applied?
I suppose the answer would be ‘Yes’, since it would be like impossible to manually place a UV group in every vertex group with the correct coordinates.
My next question then would be:-
Where do I place the inverse texture on my model?
I am using 3dmax. My original texture is the diffuse color.
Do I need to get shader plugins for max in order to use certain shaders on my model in Panda?