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Ogre and Blender problem

Posted: Tue Mar 29, 2005 4:22 pm
by Mantle
This past week I've been experimenting with the Python exporter for Blender.
On the whole (for static objects) it seems to work well but from what I can
figure out, the UVmap settings aren't stored for when you return to Blender
on restart. Also (and my greatest headache) I'm not sure if it is a Blender
problem, an engine problem, or a python problem, but am having serious
concerns about the ability in making 2-sided transparent textures (ie,
glass, leaves). I've developed a workaround but keeps crashing my system.
Know anything about this?

Posted: Tue Mar 29, 2005 4:29 pm
by Harlequin
I never had any problems with blender and the blender exporter script, no missing UVs so far.

To create two-sided transparent faces you can either duplicate the faces and flip their normals or use a material like this:

Code: Select all

material twosided
{
  technique
  {
    pass
    {
      // This disables the culling of the back of the face
      cull_hardware none
      cull_software none
      // Alpha-Stuff
      scene_blend alpha_blend 
      depth_write off

      texture_unit
      {
        texture tex.png
      }
    }
  }
}

Re: Ogre and Blender problem

Posted: Sun Apr 10, 2005 1:58 am
by reimpell
Mantle wrote:but am having serious
concerns about the ability in making 2-sided transparent textures (ie,
glass, leaves).
Use Blender's "Two-Sided" face options in the UV Face Select mode together with latest CVS export script.