assimp and tiled textures

assimp mostly works great in 0.7 on iOS but tiled textures do not work.

My hack to get this to work was to change all instances of GL_CLAMP_TO_EDGE in the base library to GL_REPEAT. However the assimp library should probably check the texture coordinate ranges and set this on a per-texture/per-object basis.


Hi, I just found this thread because I was running into this problem as well. My solution was to change the wrap mode from within the addon itself:
within the draw function in the for loop

               // Texture Binding  
			if(bUsingTextures && meshHelper.texture.isAllocated()){  
                glTexParameteri(meshHelper.texture.texData.textureTarget, GL_TEXTURE_WRAP_S, GL_REPEAT);  
                glTexParameteri(meshHelper.texture.texData.textureTarget, GL_TEXTURE_WRAP_T, GL_REPEAT);  

So this avoids changing the library, hopefully it would be helpful to someone :slight_smile:

I have also run into this problem using the assimploader addon, but the hack mentioned above does not work for me. I am still a bit unclear how the ofTexture works and how the assimploader reads in the texture tiling information from the model which in my case is a .dae exported from Blender 0.62.

I am working on a Mac OSX 10.6.8 OF 0.71

I will try to study this a bit further but any pointers would be welcome.