I'm exporting a mesh from Max using the content tool.
The exporter has classed the mesh as heavyweight and has quant'd the texture u/v's.
I'm using OGRE as the rendering engine which doesnt support having these values pumped straight into its vertex buffer. Is there a ay of getting the mesh out of Max using something like hkxVertexP4N4T4B4C1T2 which will give me the correct u/v co-ords or could you suggest a workaround for the following problem?
I wondered about re-iterating the buffer and un-quanting the co-ords, but was told that woul dbe a bad idea.