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Triangulate-Modiefier destroys UV-Mapping in rare cases
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Description

--- Operating System, Graphics card ---

Microsoft Windows 7 32-bit Service Pack 1 (Build 7601)
NVidia GeForce GTX 460/PCIe/SSE2/3DNOW!

--- Blender version with error, and version that worked ---

tested back to 2.66. From there till the current 2.68 the problem occur.

--- Short description of error ---

At a certain position the texture is partially stretched and rotated, after use of the triangulate-Function.

No matter, if the triangulate-Function is used via direct-modifier, or
via collada-export with "Apply Modifier"-Option or with the Option "triangulate" there.

Unfortunately the Mesh has to be triangulated for use in
SecondLife and OpenSim. So i cannot work without this Function.


This problem seems to occur seldom. Almost the whole Building
is not affected. Only at the certain position.



Loading this blendfile with Blender-Versions lower than 2.67,
the left Mesh (Original) shows the Mapping-Error, too.


--- Steps for others to reproduce the error (preferably based on attached .blend file) ---

Unfortunately this is not easy. I found the problem by accident. The Mesh is in the added blend-File.

Event Timeline

This is not a bug, whats happening is you have an ngon with an 'ear' that happens to be almost zero-area, This part of the mesh isnt visible because it has no area, but in the UV editor you can see the UV is halfway down the model, when the vertex on the model is not.

Triangulating the model does some extra optimizations with the tessellation, which exposes this.

attached image showing the issue, closing.

Campbell Barton (campbellbarton) changed the task status from Unknown Status to Archived.Aug 28 2013, 5:39 AM