Ogre Version: Ogre 14.3.4 Win32 Build
Operating System: Win 10 Pro 64 for Workstations
Render System: OpenGL
I'm integrating a bunch of equipment models for use in an interactive semiautomated prompting/monitoring system. The equipment models were built in Solidworks 2024 and 2025.
I've exported STL from Solidworks and imported the STL into Blender 4.4.
In Blender I've created and assigned one material to a model. Then I enter edit mode, faces, select the two faces of a raised placard, create and assign a second material. The second material has a texture that needs to be basically face extents mapped to the two selected faces, which are aligned with the object's principle axes. I set up the texture material wiring diagram as shown and everything looks fine in the preview and render viewports.
I've installed Blender2Ogre 0.6.2, enabled it, set the add-on preference path to the Ogre Win32 release build's OgreXMLConverter.exe. I've also set the preference path to OgreMeshUpgrader.exe, although I don't know what that's for. I use File/Export/Ogre3D, verify that export materials is checked on, and export the mesh, scene, and materials. There are no warnings or errors. Export goes all the way to binary mesh and I don't even see the intermediary xml mesh file.
I rename the two materials to something unique, like objectname.001.material and objectname.002.material, and then go into the scene file and rename the two material references there to match the new material file names.
When my Win32 Ogre application initializes, it loads up my objects and displays them, but any faces that should present a text placard are just noisy gray and black uniformly covering the second material faces. There are no Ogre warnings or errors as the application starts up.
It doesn't appear that the exporter is handling the texture coordinates correctly. Is there a change to the mapping and texture pipeline I can make that will work? In a perfect world I'd align and autofit a UV gizmo to the selected faces and abandon the offsets, rotations, and scale factors, but I can't find a way to do that; the UV Editing tab doesn't seem to do anything. It's clear that STL models import texture coordinate-free, and I can't get the UV Editing screen to do anything at all for the object or for the selected faces despite the presence of the texture coordinate and mapping processes in the material pipeline.