Okay, aside from spurious issues with the exporting of node data, I’ve run into a very consistent issue with the bFlipTextureV option in the Maya exporter. If it is not selected, the model exports fine - if it is selected, the interleaved vertex data buffer is two bytes too short in the POD file, causing file load to fail after the interleaved data chunk is read. If I push the file read cursor (m_BytesReadCount) back two bytes after reading the bad interleaved vertex data, the rest of the file loads fine (though the vertex data renders garbage).
Here are the options when the file works:
bFixedPoint=0
bFlipTextureV=0
bInterleaved=1
bSortVtx=0
bTangentSpace=0
cS=2
dwBoneLimit=9
ePrimType=0
eTriSort=0
exportBoneGeometry=0
exportControllers=1
exportGeom=1
exportMatrices=1
exportMappingChannel=1
exportMaterials=1
exportNormals=0
exportObjectSpace=1
exportSkin=1
exportSplines=0
exportVertexColor=1
fTangentSpaceVtxSplit=0.000000e+000
psVcOptUVW[0].eType=1
psVcOptUVW[0].nEnable=131
psVcOptUVW[1].eType=1
psVcOptUVW[1].nEnable=128
psVcOptUVW[2].eType=1
psVcOptUVW[2].nEnable=128
psVcOptUVW[3].eType=1
psVcOptUVW[3].nEnable=128
psVcOptUVW[4].eType=1
psVcOptUVW[4].nEnable=128
psVcOptUVW[5].eType=1
psVcOptUVW[5].nEnable=128
psVcOptUVW[6].eType=1
psVcOptUVW[6].nEnable=128
psVcOptUVW[7].eType=1
psVcOptUVW[7].nEnable=128
staticFrame=0
sVcOptBin.eType=1
sVcOptBin.nEnable=135
sVcOptBoneInd.eType=10
sVcOptBoneInd.nEnable=1
sVcOptBoneWt.eType=1
sVcOptBoneWt.nEnable=1
sVcOptCol.eType=5
sVcOptCol.nEnable=15
sVcOptNor.eType=1
sVcOptNor.nEnable=135
sVcOptPos.eType=1
sVcOptPos.nEnable=135
sVcOptTan.eType=1
sVcOptTan.nEnable=135
Exporting the exact same file with the only difference being:
bFlipTextureV=1
Results in a POD that cannot be loaded.
Note: The stride of my vertex data is 25 bytes, since there is not actually any vertex coloring in the Maya file, hence the vertex color data is omitted.