BGE/BGE/Model3dOps

Alias: BGE.BGE.Model3dOps


Static Methods

resolveEffectiveTexturePath( options: BGE.Model3dLoadOptions, model: BGE.Model3d, ): dynamic

static

Picks the texture path an .obj model should actually use: an explicit override always wins over whatever mtllib/map_Kd resolution found while parsing.

Parameters

Returns

  • dynamic

applyTexture( model: BGE.Model3d, bitmap: roBitmap, cacheId: string, ): void

static

Finalizes every face's texture data now that the texture bitmap is loaded and its dimensions are known: wraps bitmap in one shared region+id (every face on this model points at the same RegionWithId - one texture per model, per issue #89's v1 scope), and converts each textured face's normalized (0..1) UV points to pixel space, flipping v since .obj UVs are bottom-up and bitmaps are top-down. Faces with no Texture (a corner was missing a vt index while parsing) are left alone.

Parameters

  • model (BGE.Model3d)
  • bitmap (roBitmap)
  • cacheId (string) — a stable, unique-per-texture id (the resolved texture path works well) used as the triangle-cache key for every draw of this texture

Returns

  • void

clearTextures(model: BGE.Model3d): void

static

Clears every face's placeholder Texture, so the model falls back to flat-color rendering. Call this on every path where texture resolution/loading fails, so a face's Texture is never left as a placeholder whose srcRegionWithId.region is invalid - SceneObjectModel's draw path only checks face.Texture <> invalid, not the region inside it, so an uncleared placeholder crashes at draw time instead of degrading gracefully.

Parameters

Returns

  • void