Export material names properly
parent
a9c4fa84b5
commit
37527849b7
|
@ -284,10 +284,6 @@ namespace glTF2 {
|
|||
|
||||
inline void Write(Value& obj, Material& m, AssetWriter& w)
|
||||
{
|
||||
if (!m.name.empty()) {
|
||||
obj.AddMember("name", m.name, w.mAl);
|
||||
}
|
||||
|
||||
Value pbrMetallicRoughness;
|
||||
pbrMetallicRoughness.SetObject();
|
||||
{
|
||||
|
|
|
@ -125,7 +125,6 @@ bool glTF2Importer::CanRead(const std::string& pFile, IOSystem* pIOHandler, bool
|
|||
}
|
||||
|
||||
|
||||
|
||||
//static void CopyValue(const glTF2::vec3& v, aiColor3D& out)
|
||||
//{
|
||||
// out.r = v[0]; out.g = v[1]; out.b = v[2];
|
||||
|
@ -228,8 +227,11 @@ void glTF2Importer::ImportMaterials(glTF2::Asset& r)
|
|||
|
||||
Material& mat = r.materials[i];
|
||||
|
||||
aiString str(mat.id);
|
||||
aimat->AddProperty(&str, AI_MATKEY_NAME);
|
||||
if (!mat.name.empty()) {
|
||||
aiString str(mat.name);
|
||||
|
||||
aimat->AddProperty(&str, AI_MATKEY_NAME);
|
||||
}
|
||||
|
||||
SetMaterialColorProperty(r, mat.pbrMetallicRoughness.baseColorFactor, aimat, AI_MATKEY_COLOR_DIFFUSE);
|
||||
SetMaterialTextureProperty(embeddedTexIdxs, r, mat.pbrMetallicRoughness.baseColorTexture, aimat, aiTextureType_DIFFUSE);
|
||||
|
|
Loading…
Reference in New Issue