- User Since
- Oct 7 2005, 6:48 AM (693 w, 1 d)
Sun, Dec 30
Sat, Dec 29
That particular bug report is not particularly relevant: models loaded into Unity (more specifically, Kerbal Space Program in this instance) display correctly whether Unity/KSP is running DirectX (the usual on Windows) or OpenGL. That bug report is about the Unity editor, not the player.
I had a good think about it and realized that this is still an open issue: dds is, by definition, a DirectX format, meaning that DirectX defines the meaning of any settings. Any other system (such as OpenGL) that uses a different reference point must accommodate this: if the format states that 0,0 is the bottom left, then 0,0 is the bottom left, regardless of the system implementation. Otherwise, formats like PNG would be just as unusable.
Fri, Dec 28
While it may not be a blender bug as such, it is an incompatibility with a fairly major game engine. Even an option to reverse the image would be a big help.
Thu, Dec 27
This is compared with Unity.
Wed, Dec 26
Dec 8 2018
Nov 20 2018
Thank you. It seems to work nicely now.
Nov 7 2018
It seems that commit 921cad194da34fac7c30c9d5d84ef93b020e6ff9 fixes the problem.
Nov 1 2018
Oct 24 2018
Apr 28 2018
Apr 26 2018
I sort of do a similar thing by creating the object in the current scene then moving it to the utility scene, but that's only because the created object may or may not be moved depending on other factors.
Mar 19 2018
May 12 2017
The diff removes the old CoM code, uses more efficient vector access, and corrects some comments, as per feedback from ideasman.