title: How does Jeff Lamarches script binds the texture to objects
body: <blockquote>
    <p><strong>Possible Duplicate:</strong><br>
    <a href="https://stackoverflow.com/questions/11567640/loading-model-using-jeff-lamarches-script">Loading model using Jeff Lamarches script</a>  </p>
  </blockquote>
  
  
  
  <p>Guys this might sound very newbie question anyway i'm very new to GLKit and OpenGL</p>
  
  <p>I'm using the Jeff Lamarches scipt from here (<a href="https://github.com/jlamarche/iOS-OpenGLES-Stuff" rel="nofollow noreferrer">https://github.com/jlamarche/iOS-OpenGLES-Stuff</a>) to generate Objective C header file from Blender. </p>
  
  <p>Let say I've created a cube and did UV mapping in Blender using some image suppose image.png.</p>
  
  <p>So basically I would like to understand where in the header the information about the mapping of the texture on the 3D model is kept ? Because I see only the vertex coordinates and normals in it.</p>
  
  <p>In his examples of the MeshVertexModel is a three field array i.e. </p>
  
  <pre><code>...
      {/*v:*/{-0.351562, 0.828125, -0.242188}, /*n:*/{-0.183599, 0.982971, 0.005310}, /*t:*/{0.954205, 0.958702}},
  ...
  </code></pre>
  
  <p>But all I'm getting from generated header file is in following format</p>
  
  <pre><code>...
      {/*v:*/{-0.351562, 0.828125, -0.242188}, /*n:*/{-0.183599, 0.982971, 0.005310}},
  ...
  </code></pre>