Bit confusing to think about, but it's looking like the issue I was describing should only matter when converting DDS images to another format... I guess... although even then I'm not sure what would be needed to correct it yet ;p
I'm not sure what exactly your UV issue is, but if your UV values are extremely precise, something may be getting lost in translation. EQG uses 32bit floats, while I think the values in some of the material you gave me to test used 64bit doubles. Some of the least significant digits would be truncated to fit. Might try exporting with lower precision. At the end of the day it might be tough to get a huge texture pixel perfect over a huge mesh, though -- the bigger the image, the more precise the UVs have to be.
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