Fix ply exporter to be conformant to spec respecting vertex colors.
Vertex colors should be defined as red, green, blue, alpha instead of r, g, b, a and should have the type 'uchar' instead of 'float'pull/1922/head
parent
410e9d4b3f
commit
1533aec21c
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@ -194,16 +194,16 @@ PlyExporter::PlyExporter(const char* _filename, const aiScene* pScene, bool bina
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for (unsigned int n = PLY_EXPORT_HAS_COLORS, c = 0; (components & n) && c != AI_MAX_NUMBER_OF_COLOR_SETS; n <<= 1, ++c) {
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for (unsigned int n = PLY_EXPORT_HAS_COLORS, c = 0; (components & n) && c != AI_MAX_NUMBER_OF_COLOR_SETS; n <<= 1, ++c) {
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if (!c) {
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if (!c) {
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mOutput << "property " << typeName << " r" << endl;
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mOutput << "property " << "uchar" << " red" << endl;
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mOutput << "property " << typeName << " g" << endl;
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mOutput << "property " << "uchar" << " green" << endl;
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mOutput << "property " << typeName << " b" << endl;
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mOutput << "property " << "uchar" << " blue" << endl;
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mOutput << "property " << typeName << " a" << endl;
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mOutput << "property " << "uchar" << " alpha" << endl;
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}
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}
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else {
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else {
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mOutput << "property " << typeName << " r" << c << endl;
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mOutput << "property " << "uchar" << " red" << c << endl;
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mOutput << "property " << typeName << " g" << c << endl;
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mOutput << "property " << "uchar" << " green" << c << endl;
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mOutput << "property " << typeName << " b" << c << endl;
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mOutput << "property " << "uchar" << " blue" << c << endl;
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mOutput << "property " << typeName << " a" << c << endl;
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mOutput << "property " << "uchar" << " alpha" << c << endl;
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}
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}
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}
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}
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@ -288,13 +288,13 @@ void PlyExporter::WriteMeshVerts(const aiMesh* m, unsigned int components)
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for (unsigned int n = PLY_EXPORT_HAS_COLORS, c = 0; (components & n) && c != AI_MAX_NUMBER_OF_COLOR_SETS; n <<= 1, ++c) {
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for (unsigned int n = PLY_EXPORT_HAS_COLORS, c = 0; (components & n) && c != AI_MAX_NUMBER_OF_COLOR_SETS; n <<= 1, ++c) {
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if (m->HasVertexColors(c)) {
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if (m->HasVertexColors(c)) {
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mOutput <<
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mOutput <<
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" " << m->mColors[c][i].r <<
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" " << (int)(m->mColors[c][i].r * 255) <<
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" " << m->mColors[c][i].g <<
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" " << (int)(m->mColors[c][i].g * 255) <<
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" " << m->mColors[c][i].b <<
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" " << (int)(m->mColors[c][i].b * 255) <<
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" " << m->mColors[c][i].a;
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" " << (int)(m->mColors[c][i].a * 255);
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}
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}
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else {
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else {
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mOutput << " -1.0 -1.0 -1.0 -1.0";
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mOutput << " 0 0 0";
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}
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}
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}
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}
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