I’m working on a 3D application right now and I use Blender to create 3D models. The created models I export into the Wavefront Obj format to import into my application.
But how can I export the texture coordinates that Blender uses to render the textures?
If I create a new Box for example and export this Box into the Wavefront Obj format, there are no texture coordinates. Only if I go to “Editing” and than in “Mesh: UV Texture > New” I export texture coordinates.
But this don’t work if I subdive the mesh. For example I have a plane and I add texture coordinates with “Mesh: UV Texture > New”, the tex coordinates will be:
vt 0.000000 0.000000
vt 1.000000 0.000000
vt 1.000000 1.000000
vt 0.000000 1.000000
If I than subdive the plane in more vertex/faces I still have the same tex coordinates.
My short question ist: How can I export the tex coordinates per face, so I can use the exported coordinates in my program to render the object as it would be in blender?
Thanks and sorry for my bad english, I’m from germany.