Hi !
I export a model from 3DsMax 7 using Ogre exporter.
Usually, everything works fine...
However...I've got this model which, when I export it, becomes kinda inverted.
I see thru its external texture right through the model and I see the texture on the other side...
Like it was flipped inside out...
The model is right when rendered in 3Ds though...
Anyone can help me with this one ??
Thx !
Colors inside-out...
-
Crashy
- Google Summer of Code Student

- Posts: 1005
- Joined: Wed Jan 08, 2003 9:15 pm
- Location: Lyon, France
- x 49
- Contact:
- haffax
- OGRE Retired Moderator

- Posts: 4823
- Joined: Fri Jun 18, 2004 1:40 pm
- Location: Berlin, Germany
- x 8
- Contact:
I don't know the max importer, but it probably has an option called "Flip normals" or something like this. If it has, turn it on if it was off before or off if it was on.
If it doesn't have such an option maybe Max itself has a function to do so, and if not you still have Crashy's solution, but i recommend to substitute the two nones with fronts, as no culling costs performance.
If it doesn't have such an option maybe Max itself has a function to do so, and if not you still have Crashy's solution, but i recommend to substitute the two nones with fronts, as no culling costs performance.
-
nomisqc
- Gnoblar
- Posts: 13
- Joined: Wed Mar 09, 2005 9:59 pm
Thanks for the hints....
However, I already tried the Flip normals think and when I do, the model seems right but is kinda in the dark.
I tried the
cull_hardware none
cull_software none
thingy but with NONE, it didn't changed anything and with FRONT, it did the same as flipping the normals...
Any other idea ?
Thx..
However, I already tried the Flip normals think and when I do, the model seems right but is kinda in the dark.
I tried the
cull_hardware none
cull_software none
thingy but with NONE, it didn't changed anything and with FRONT, it did the same as flipping the normals...
Any other idea ?
Thx..
-
Slicky
- Bronze Sponsor

- Posts: 614
- Joined: Mon Apr 14, 2003 11:48 pm
- Location: Was LA now France
- x 26
-
nomisqc
- Gnoblar
- Posts: 13
- Joined: Wed Mar 09, 2005 9:59 pm
I found a way to fix this but I do not understand it...
I used a NORMAL modifier in 3Ds Max....which kinda inverts the model as I see it in 3Ds....
The result is that I now see the inverted model in 3Ds but when I export it it's ok...
It's like if the action of exporting inverted the normals but the FLIP NORMALS option wouldn't affect it...
Thx for the suggestions guys !
I used a NORMAL modifier in 3Ds Max....which kinda inverts the model as I see it in 3Ds....
The result is that I now see the inverted model in 3Ds but when I export it it's ok...
It's like if the action of exporting inverted the normals but the FLIP NORMALS option wouldn't affect it...
Thx for the suggestions guys !
- semicolon
- Halfling
- Posts: 94
- Joined: Sun Jul 04, 2004 4:42 pm
- Location: Bangkok, Thailand
- Contact:
I've seen that problem before. My model has some faces extruded from edges. It's like usually an edge can have only one or two faces sharing together. But if an edge has three or more faces sharing, the normal will point in the wrong direction. What I did to change it is to have material showing 2-sided face.
Semicolon
Semicolon
"Nature is the mother of learning"

