diff --git a/code/FBXConverter.cpp b/code/FBXConverter.cpp index 0cbe04d8f..7dd9f94b4 100644 --- a/code/FBXConverter.cpp +++ b/code/FBXConverter.cpp @@ -1559,8 +1559,7 @@ void FBXConverter::TrySetTextureProperties( aiMaterial* out_mat, const TextureMa } const Texture* const tex = ( *it ).second; - if ( tex != 0 ) - { + if ( tex != nullptr ) { aiString path = GetTexturePath(tex); out_mat->AddProperty( &path, _AI_MATKEY_TEXTURE_BASE, target, 0 ); @@ -1794,10 +1793,9 @@ void FBXConverter::SetTextureProperties( aiMaterial* out_mat, const TextureMap& { TrySetTextureProperties( out_mat, textures, "DiffuseColor", aiTextureType_DIFFUSE, mesh ); TrySetTextureProperties( out_mat, textures, "AmbientColor", aiTextureType_AMBIENT, mesh ); - TrySetTextureProperties( out_mat, textures, "EmissiveColor", aiTextureType_EMISSIVE, mesh ); - TrySetTextureProperties( out_mat, textures, "SpecularColor", aiTextureType_SPECULAR, mesh ); + TrySetTextureProperties( out_mat, textures, "EmissiveFactor", aiTextureType_EMISSIVE, mesh ); TrySetTextureProperties( out_mat, textures, "SpecularFactor", aiTextureType_SPECULAR, mesh); - TrySetTextureProperties( out_mat, textures, "TransparentColor", aiTextureType_OPACITY, mesh ); + TrySetTextureProperties( out_mat, textures, "TransparencyFactor", aiTextureType_OPACITY, mesh ); TrySetTextureProperties( out_mat, textures, "ReflectionColor", aiTextureType_REFLECTION, mesh ); TrySetTextureProperties( out_mat, textures, "DisplacementColor", aiTextureType_DISPLACEMENT, mesh ); TrySetTextureProperties( out_mat, textures, "NormalMap", aiTextureType_NORMALS, mesh ); @@ -1809,10 +1807,9 @@ void FBXConverter::SetTextureProperties( aiMaterial* out_mat, const LayeredTextu { TrySetTextureProperties( out_mat, layeredTextures, "DiffuseColor", aiTextureType_DIFFUSE, mesh ); TrySetTextureProperties( out_mat, layeredTextures, "AmbientColor", aiTextureType_AMBIENT, mesh ); - TrySetTextureProperties( out_mat, layeredTextures, "EmissiveColor", aiTextureType_EMISSIVE, mesh ); - TrySetTextureProperties( out_mat, layeredTextures, "SpecularColor", aiTextureType_SPECULAR, mesh ); + TrySetTextureProperties( out_mat, layeredTextures, "EmissiveFactor", aiTextureType_EMISSIVE, mesh ); TrySetTextureProperties( out_mat, layeredTextures, "SpecularFactor", aiTextureType_SPECULAR, mesh); - TrySetTextureProperties( out_mat, layeredTextures, "TransparentColor", aiTextureType_OPACITY, mesh ); + TrySetTextureProperties( out_mat, layeredTextures, "TransparencyFactor", aiTextureType_OPACITY, mesh ); TrySetTextureProperties( out_mat, layeredTextures, "ReflectionColor", aiTextureType_REFLECTION, mesh ); TrySetTextureProperties( out_mat, layeredTextures, "DisplacementColor", aiTextureType_DISPLACEMENT, mesh ); TrySetTextureProperties( out_mat, layeredTextures, "NormalMap", aiTextureType_NORMALS, mesh );