Hello,
I'm very very ennoyed.
File are correct here too. They are not marked as flipped, in the tga header.
The only solution to have all "old" raydium tga file ok is to force y-flip, whatever this flag is, except for cursor.
If i do this, all compressed "new" texture are y-flipped as blender doesn't save with this bit set.
Here are the fact:
1) Originaly all texture where loaded y-flipped
Code:
k= (ty-j-1)*tx ...
2) About radiosity : direct import with blender exhibit texture verticaly flipped, on your models to (output.tri for example).
3) Flipped handling was limited to the cursor, i don't know why .
Look at my code, there is no trick. The only possible bug are:
- inverted X and Y flip.
- inverted bit management.
For X/Y i'm quite sure and tests i've done seem's ok.
inverted bit management, never solve for all media files. (good becomes bad and bas becomes good).
Blender script only load image file, doesn't touch anything about flip (image or uv).
Use of only one program wich doesn't handle thoses bit correctly is perhaps the clue ?
Do you have to flip tga files sometimes ?
Can you have a deeper look at my code, i don't want to make a very stupid mistake (forgotten somthing or misunderstanding).
Try to import output.tri with blender.
Have a nice day.
Ouille