I'm having a small problem with exporting mtl files in 3ds max. I would like to use an obj + its material library in an opengl program. The model gets exported just fine, but I loose all the reflective/refractive parameters of my m开发者_开发技巧aterials when I export them (colors and such seem to be fine so it finds them just not completely but all materials get changed to standard). I tried exporting materials from the scene and from the mat. library aswell with the same results. Could anyone help me how to keep the reflective parameters of materials after exporting?
As you stated in the email you use Glut as API. there are several tutorials for this, I initially thought you used a engine, and just needed some values. But you needed more then this.
To use reflection \ environment mapping in opengl you need a shader that supports this.
So what you need to do is to implement a reflection shader, and pass the bitmap into your shader.
In the sample file it worked fine for rendered image (because 3dsmax supports it's own raytrace materials), but this does not get exported in any way.
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