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[SOLVED]blender2ogre texture export problem

Posted: Sun Mar 15, 2026 12:15 pm
by paul424

Ogre Version: : 1 13 6 5:
Operating System: :Linux OpenSuse Tumbleweed :
Render System: :OpenGL3+
Blender Version :2.79:

Hello , I try to blender2ogre convert a compass for my game, but it refuses to create a reference inside material file to a texture. Result I get is :

Code: Select all

// Material.003 generated by blender2ogre 2026-03-15 12:11:28.859047

material Material.003{
    receive_shadows on
    technique{
        pass{
            lighting on
            ambient 0.800000011920929 0.800000011920929 0.800000011920929 1.0
            diffuse 0.6400000190734865 0.6400000190734865 0.6400000190734865 1.0
            specular 0.5 0.5 0.5 1.0 12.5
            emissive 0.0 0.0 0.0 1.0
            
alpha_to_coverage off colour_write on cull_hardware clockwise depth_check on depth_func less_equal depth_write on illumination_stage light_clip_planes off light_scissor off normalise_normals off polygon_mode solid scene_blend one zero scene_blend_op add shading gouraud transparent_sorting on } } } // Material.012 generated by blender2ogre 2026-03-15 12:11:28.859316 material Material.012{ receive_shadows on technique{ pass{ lighting on ambient 0.800000011920929 0.800000011920929 0.800000011920929 1.0 diffuse 0.6400000190734865 0.6400000190734865 0.6400000190734865 1.0 specular 0.5 0.5 0.5 1.0 12.5 emissive 0.0 0.0 0.0 1.0
alpha_to_coverage off colour_write on cull_hardware clockwise depth_check on depth_func less_equal depth_write on illumination_stage light_clip_planes off light_scissor off normalise_normals off polygon_mode solid scene_blend one zero scene_blend_op add shading gouraud transparent_sorting on } } } // Material.010 generated by blender2ogre 2026-03-15 12:11:28.859495 material Material.010{ receive_shadows on technique{ pass{ lighting on ambient 0.800000011920929 0.800000011920929 0.800000011920929 1.0 diffuse 0.6400000190734865 0.6400000190734865 0.6400000190734865 1.0 specular 0.5 0.5 0.5 1.0 12.5 emissive 0.0 0.0 0.0 1.0
alpha_to_coverage off colour_write on cull_hardware clockwise depth_check on depth_func less_equal depth_write on illumination_stage light_clip_planes off light_scissor off normalise_normals off polygon_mode solid scene_blend one zero scene_blend_op add shading gouraud transparent_sorting on } } } // Material.013 generated by blender2ogre 2026-03-15 12:11:28.859627 material Material.013{ receive_shadows on technique{ pass{ lighting on ambient 0.800000011920929 0.800000011920929 0.800000011920929 1.0 diffuse 0.6400000190734865 0.6400000190734865 0.6400000190734865 1.0 specular 0.5 0.5 0.5 1.0 12.5 emissive 0.0 0.0 0.0 1.0
alpha_to_coverage off colour_write on cull_hardware clockwise depth_check on depth_func less_equal depth_write on illumination_stage light_clip_planes off light_scissor off normalise_normals off polygon_mode solid scene_blend one zero scene_blend_op add shading gouraud transparent_sorting on } } } // Material.011 generated by blender2ogre 2026-03-15 12:11:28.859749 material Material.011{ receive_shadows on technique{ pass{ lighting on ambient 0.800000011920929 0.800000011920929 0.800000011920929 1.0 diffuse 0.6400000190734865 0.6400000190734865 0.6400000190734865 1.0 specular 0.5 0.5 0.5 1.0 12.5 emissive 0.0 0.0 0.0 1.0
alpha_to_coverage off colour_write on cull_hardware clockwise depth_check on depth_func less_equal depth_write on illumination_stage light_clip_planes off light_scissor off normalise_normals off polygon_mode solid scene_blend one zero scene_blend_op add shading gouraud transparent_sorting on } } } // Material.015 generated by blender2ogre 2026-03-15 12:11:28.859886 material Material.015{ receive_shadows on technique{ pass{ lighting on ambient 0.800000011920929 0.800000011920929 0.800000011920929 1.0 diffuse 0.6400000190734865 0.6400000190734865 0.6400000190734865 1.0 specular 0.5 0.5 0.5 1.0 12.5 emissive 0.0 0.0 0.0 1.0
alpha_to_coverage off colour_write on cull_hardware clockwise depth_check on depth_func less_equal depth_write on illumination_stage light_clip_planes off light_scissor off normalise_normals off polygon_mode solid scene_blend one zero scene_blend_op add shading gouraud transparent_sorting on } } } // Material.008 generated by blender2ogre 2026-03-15 12:11:28.860025 material Material.008{ receive_shadows on technique{ pass{ lighting on ambient 0.800000011920929 0.800000011920929 0.800000011920929 1.0 diffuse 0.6400000190734865 0.6400000190734865 0.6400000190734865 1.0 specular 0.5 0.5 0.5 1.0 12.5 emissive 0.0 0.0 0.0 1.0
alpha_to_coverage off colour_write on cull_hardware clockwise depth_check on depth_func less_equal depth_write on illumination_stage light_clip_planes off light_scissor off normalise_normals off polygon_mode solid scene_blend one zero scene_blend_op add shading gouraud transparent_sorting on } } } // Material.009 generated by blender2ogre 2026-03-15 12:11:28.860141 material Material.009{ receive_shadows on technique{ pass{ lighting on ambient 0.800000011920929 0.800000011920929 0.800000011920929 1.0 diffuse 0.6400000190734865 0.6400000190734865 0.6400000190734865 1.0 specular 0.5 0.5 0.5 1.0 12.5 emissive 0.0 0.0 0.0 1.0
alpha_to_coverage off colour_write on cull_hardware clockwise depth_check on depth_func less_equal depth_write on illumination_stage light_clip_planes off light_scissor off normalise_normals off polygon_mode solid scene_blend one zero scene_blend_op add shading gouraud transparent_sorting on } } } // Material.005 generated by blender2ogre 2026-03-15 12:11:28.860257 material Material.005{ receive_shadows on technique{ pass{ lighting on ambient 0.800000011920929 0.800000011920929 0.800000011920929 1.0 diffuse 0.6400000190734865 0.6400000190734865 0.6400000190734865 1.0 specular 0.5 0.5 0.5 1.0 12.5 emissive 0.0 0.0 0.0 1.0
alpha_to_coverage off colour_write on cull_hardware clockwise depth_check on depth_func less_equal depth_write on illumination_stage light_clip_planes off light_scissor off normalise_normals off polygon_mode solid scene_blend one zero scene_blend_op add shading gouraud transparent_sorting on } } } // Material.004 generated by blender2ogre 2026-03-15 12:11:28.860387 material Material.004{ receive_shadows on technique{ pass{ lighting on ambient 0.800000011920929 0.800000011920929 0.800000011920929 1.0 diffuse 0.6400000190734865 0.6400000190734865 0.6400000190734865 1.0 specular 0.5 0.5 0.5 1.0 12.5 emissive 0.0 0.0 0.0 1.0
alpha_to_coverage off colour_write on cull_hardware clockwise depth_check on depth_func less_equal depth_write on illumination_stage light_clip_planes off light_scissor off normalise_normals off polygon_mode solid scene_blend one zero scene_blend_op add shading gouraud transparent_sorting on } } } // Material.007 generated by blender2ogre 2026-03-15 12:11:28.860508 material Material.007{ receive_shadows on technique{ pass{ lighting on ambient 0.800000011920929 0.800000011920929 0.800000011920929 1.0 diffuse 0.6400000190734865 0.6400000190734865 0.6400000190734865 1.0 specular 0.5 0.5 0.5 1.0 12.5 emissive 0.0 0.0 0.0 1.0
alpha_to_coverage off colour_write on cull_hardware clockwise depth_check on depth_func less_equal depth_write on illumination_stage light_clip_planes off light_scissor off normalise_normals off polygon_mode solid scene_blend one zero scene_blend_op add shading gouraud transparent_sorting on } } }

as you see a lots of materials none with a reference to a texture. The mesh model HAS texture coordinate in every vertex , where it should.
The shader nodes also looks intact it is : Image Texture → Diffuse BSDF → Material Output

Here are two screenshots from the program :

Image

Image


Re: blender2ogre texture export problem

Posted: Sun Mar 15, 2026 7:31 pm
by paul424

The same happens if I try with a more modern scirpt and blender 2.83. ....
It fails to preserve simple shader node schema :

Image


Re: blender2ogre texture export problem

Posted: Sun Mar 15, 2026 9:21 pm
by paroj

only principled bsdf is supported


Re: blender2ogre texture export problem

Posted: Sun Mar 15, 2026 9:38 pm
by paul424

thanks !


Re: blender2ogre texture export problem

Posted: Mon Mar 16, 2026 8:13 am
by paul424

Could the script at least give some hint : " Shader processing : From Shader Nodes only principled bsdf is supported, please change your shader nodes' scheme" ?
EDIT : I mean of course the log file.