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