{"action":"created","issue":{"url":"https://api.github.com/repos/guillaumeblanc/ozz-animation/issues/11","repository_url":"https://api.github.com/repos/guillaumeblanc/ozz-animation","labels_url":"https://api.github.com/repos/guillaumeblanc/ozz-animation/issues/11/labels{/name}","comments_url":"https://api.github.com/repos/guillaumeblanc/ozz-animation/issues/11/comments","events_url":"https://api.github.com/repos/guillaumeblanc/ozz-animation/issues/11/events","html_url":"https://github.com/guillaumeblanc/ozz-animation/issues/11","id":175249976,"number":11,"title":"Flipped uv (develop branch)","user":{"login":"jf-mgd","id":13003125,"avatar_url":"https://avatars.githubusercontent.com/u/13003125?v=3","gravatar_id":"","url":"https://api.github.com/users/jf-mgd","html_url":"https://github.com/jf-mgd","followers_url":"https://api.github.com/users/jf-mgd/followers","following_url":"https://api.github.com/users/jf-mgd/following{/other_user}","gists_url":"https://api.github.com/users/jf-mgd/gists{/gist_id}","starred_url":"https://api.github.com/users/jf-mgd/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/jf-mgd/subscriptions","organizations_url":"https://api.github.com/users/jf-mgd/orgs","repos_url":"https://api.github.com/users/jf-mgd/repos","events_url":"https://api.github.com/users/jf-mgd/events{/privacy}","received_events_url":"https://api.github.com/users/jf-mgd/received_events","type":"User","site_admin":false},"labels":[{"url":"https://api.github.com/repos/guillaumeblanc/ozz-animation/labels/bug","name":"bug","color":"fc2929"}],"state":"open","locked":false,"assignee":null,"assignees":[],"milestone":null,"comments":2,"created_at":"2016-09-06T13:41:06Z","updated_at":"2016-09-06T19:52:22Z","closed_at":null,"body":"OpenGL textures are normally stored \"upside down\" on graphic card, so you must either flip texture data, or flip V coordinate in vertex shader (this is not easily visible with the default checkerboard texture):\r\n`\"  v_vertex_uv = a_uv;\\n\"`\r\nshould be:\r\n`\"  v_vertex_uv = vec2(a_uv.x, -a_uv.y);\\n\"`"},"comment":{"url":"https://api.github.com/repos/guillaumeblanc/ozz-animation/issues/comments/245069173","html_url":"https://github.com/guillaumeblanc/ozz-animation/issues/11#issuecomment-245069173","issue_url":"https://api.github.com/repos/guillaumeblanc/ozz-animation/issues/11","id":245069173,"user":{"login":"guillaumeblanc","id":7301602,"avatar_url":"https://avatars.githubusercontent.com/u/7301602?v=3","gravatar_id":"","url":"https://api.github.com/users/guillaumeblanc","html_url":"https://github.com/guillaumeblanc","followers_url":"https://api.github.com/users/guillaumeblanc/followers","following_url":"https://api.github.com/users/guillaumeblanc/following{/other_user}","gists_url":"https://api.github.com/users/guillaumeblanc/gists{/gist_id}","starred_url":"https://api.github.com/users/guillaumeblanc/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/guillaumeblanc/subscriptions","organizations_url":"https://api.github.com/users/guillaumeblanc/orgs","repos_url":"https://api.github.com/users/guillaumeblanc/repos","events_url":"https://api.github.com/users/guillaumeblanc/events{/privacy}","received_events_url":"https://api.github.com/users/guillaumeblanc/received_events","type":"User","site_admin":false},"created_at":"2016-09-06T19:52:22Z","updated_at":"2016-09-06T19:52:22Z","body":"I added some colors to the checkered texture to understand where are the top and the bottom. It seems to me that it's correct !\r\nReading back at the documentation, fbx defines uv (0,0) at the bottom-left, as is OpenGL. So there should be no need to flip uvs, nor the texture when importing to OpenGL.\r\n\r\nHave you tested with real data? Are you sure you don't flip your texture image when loading?"}}
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