   obj loader texture coord issue
  Hey guys, I started writing an obj loader for Direct3D tonight and am running into a texture coord issue.. I just wanted to post to see if anyone could spot something. I know it's nothing to do with parsing the data from the file or the mesh itself. It's definitely when I'm setting up the uv coords. Here is a screenshot of what I'm getting..Here is a link to the codehttp://codepad.org/im48teSTAny help would be appreciated!Cheers,Jon   
  Might be a long shot, but are you making sure to take account of the fact that obj indexes vertices and texcoords starting from 1 instead of 0?   ;  Hey there.some time there no texture coord uv's, for each vertex, the sdk plane is a good one for here.so set the ones that dont have uv pairs set them to 0. for (int f = 0; f < g_numFaces * 3; f++){if (i == vertexIndexList[f]){pVertex.tu = texcoordList[textureIndexList[f]].x;pVertex.tv = texcoordList[textureIndexList[f]].y;}else{pVertex.tu = 0.0f;pVertex.tv = 0.0f;};Quote:Original post by karwostsMight be a long shot, but are you making sure to take account of the fact that obj indexes vertices and texcoords starting from 1 instead of 0?Yeah, I'm doing that when I parse the file. If I wasn't, the mesh wouldn't display right but good observation!vertexIndexList.push_back( index - 1 );Quote:Original post by ankhdHey there.some time there no texture coord uv's, for each vertex, the sdk plane is a good one for here.so set the ones that dont have uv pairs set them to 0.In this case, all vertices have texture coords. I observed the face data information from the obj file itself and both my vertexIndexList and textureIndexList are equal size.   