texture coords/texture mapping help!!


New member
hi all..
iv'e been trying to create the ring from lord of the rings in 3dmax4 and then use it in my opengl project...

iv'e created it, and when i put the text on it (a 1024*128 texture)
in 3dmax4 it looks fine.

but when i export the model to ASE and load it (i calculate the normals myself, i just load coords, face indices, texcoord u, texcoord v, and texture face indices)
what i get in OpenGL when i use texturing is a very strangely
streched mapping..

i have no idea why this happens..do u guys have any clue?

this is the pic :

(tripod don't allow to make it a direct link :( )
Last edited:


ok, problem solved...

i'm an idiot!
when i exported the ASE file from max, i chose to export it with
1 decimal, meaning there will only be 1 digit after the decimal point...0.0,0.1,0.2...and so on..
so on a mesh made out of about 2000 polygons, there were only 10 coords...
so..when i exported it with 4 decimals, it was perfect..

just an interesting detail to notice...