add fallback strategy for metallicRoughnessTexture
parent
3a03fe31b1
commit
2b4606c082
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@ -838,6 +838,16 @@ void glTF2Exporter::ExportMaterials() {
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GetMatTex(mat, m->pbrMetallicRoughness.metallicRoughnessTexture, aiTextureType_DIFFUSE_ROUGHNESS);
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GetMatTex(mat, m->pbrMetallicRoughness.metallicRoughnessTexture, aiTextureType_DIFFUSE_ROUGHNESS);
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if (!m->pbrMetallicRoughness.metallicRoughnessTexture.texture) {
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//if there wasn't a aiTextureType_DIFFUSE_ROUGHNESS defined in the source, fallback to aiTextureType_METALNESS
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GetMatTex(mat, m->pbrMetallicRoughness.metallicRoughnessTexture, aiTextureType_METALNESS);
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}
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if (!m->pbrMetallicRoughness.metallicRoughnessTexture.texture) {
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//if there still wasn't a aiTextureType_METALNESS defined in the source, fallback to unknown texture
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GetMatTex(mat, m->pbrMetallicRoughness.metallicRoughnessTexture, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE);
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}
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if (GetMatColor(mat, m->pbrMetallicRoughness.baseColorFactor, AI_MATKEY_BASE_COLOR) != AI_SUCCESS) {
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if (GetMatColor(mat, m->pbrMetallicRoughness.baseColorFactor, AI_MATKEY_BASE_COLOR) != AI_SUCCESS) {
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// if baseColorFactor wasn't defined, then the source is likely not a metallic roughness material.
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// if baseColorFactor wasn't defined, then the source is likely not a metallic roughness material.
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//a fallback to any diffuse color should be used instead
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//a fallback to any diffuse color should be used instead
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