- fixed/changed/worked on issue 3580054 - XFile materials don't have ambient colours, but emissive
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@1322 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/6/merge
parent
d128e3d531
commit
2a580c5518
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@ -1369,10 +1369,11 @@ void ColladaParser::ReadEffectColor( aiColor4D& pColor, Sampler& pSampler)
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int attrTex = GetAttribute( "texture");
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pSampler.mName = mReader->getAttributeValue( attrTex);
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// get name of UV source channel
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// get name of UV source channel. Specification demands it to be there, but some exporters
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// don't write it. It will be the default UV channel in case it's missing.
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attrTex = TestAttribute( "texcoord");
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if( attrTex >= 0 )
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pSampler.mUVChannel = mReader->getAttributeValue( attrTex);
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if( attrTex >= 0 )
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pSampler.mUVChannel = mReader->getAttributeValue( attrTex);
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//SkipElement();
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}
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else if( IsElement( "technique"))
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@ -52,7 +52,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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using namespace Assimp;
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static const aiImporterDesc desc = {
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"Collada Importer",
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"Direct3D XFile Importer",
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"",
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"",
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"",
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@ -594,8 +594,9 @@ void XFileImporter::ConvertMaterials( aiScene* pScene, const std::vector<XFile::
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mat->AddProperty<int>( &shadeMode, 1, AI_MATKEY_SHADING_MODEL);
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// material colours
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// FIX: Setup this as ambient not as emissive color
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mat->AddProperty( &oldMat.mEmissive, 1, AI_MATKEY_COLOR_AMBIENT);
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// Unclear: there's no ambient colour, but emissive. What to put for ambient?
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// Probably nothing at all, let the user select a suitable default.
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mat->AddProperty( &oldMat.mEmissive, 1, AI_MATKEY_COLOR_EMISSIVE);
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mat->AddProperty( &oldMat.mDiffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
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mat->AddProperty( &oldMat.mSpecular, 1, AI_MATKEY_COLOR_SPECULAR);
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mat->AddProperty( &oldMat.mSpecularExponent, 1, AI_MATKEY_SHININESS);
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