Hi, guys.
I have been working on an exporter but somehow the UVs being all messed up has escaped me but you can see them here.

It should be a brick wall on each face of the cube instead. So it looks like they are kind of right…but completely wrong.
I retrianglute in my exporter so I am not sure if that is an issue. When I look on the texture map editor for the UVsI get one value, when I call the method I sometimes get that, and sometimes another value!
So by manually looking I get (1, 1, 1) mapping to [ 0.625u 0.250v]
2:v[3][3:1.000, 1.000, 1.000] normal[0.000, 0.000, 1.000]UV[0.375u 0.000v]
3:v[3][3:1.000, 1.000, 1.000] normal[0.000, 0.000, 1.000]UV[0.625u 0.250v]
7:v[3][3:1.000, 1.000, 1.000] normal[0.000, 1.000, 0.000]UV[0.625u 0.250v]
28:v[3][3:1.000, 1.000, 1.000] normal[1.000, 0.000, 0.000]UV[0.625u 0.250v]
I am looking at the same verts here, used by different polygons. On 3/4 they are what I get manually. For the other one it is incorrect!
Is there anything at all that is context sensitive about UVs?
MPoint uvp1;
MPoint uvp2;
MPoint uvp3;
float uvs1[2] = {0.0f, 0.0f};
float uvs2[2] = {0.0f, 0.0f};
float uvs3[2] = {0.0f, 0.0f};
uvp1.x=verts[triangulatedVertList[start]].x;
uvp1.y=verts[triangulatedVertList[start]].y;
uvp1.z=verts[triangulatedVertList[start]].z;
uvp2.x=verts[triangulatedVertList[middle]].x;
uvp2.y=verts[triangulatedVertList[middle]].y;
uvp2.z=verts[triangulatedVertList[middle]].z;
uvp3.x=verts[triangulatedVertList[end]].x;
uvp3.y=verts[triangulatedVertList[end]].y;
uvp3.z=verts[triangulatedVertList[end]].z;
fMesh.getUVAtPoint(uvp1, uvs1);
fMesh.getUVAtPoint(uvp2, uvs2);
fMesh.getUVAtPoint(uvp3, uvs3);
u1 = uvs1[0];
v1 = uvs1[1];
u2 = uvs2[0];
v2 = uvs2[1];
u3 = uvs3[0];
v3 = uvs3[1];
UList.append(u1);
UList.append(u2);
UList.append(u3);
VList.append(v1);
VList.append(v2);
VList.append(v3);
Any ideas?