Don’t ignore rgba(1,1,1,1) color properties

Do not ignore rgba(1,1,1,1) material properties when importing glTF1. While a white diffuse color may be the default value for a default assimp material, `1,1,1,1` is a very explicit color value for ambient/specular/emissive color properties.

Closes #1434
pull/1447/head
Daniel Hritzkiv 2017-09-18 18:16:48 -04:00
parent d473a49456
commit 3e8955faf5
No known key found for this signature in database
GPG Key ID: D1D19875679D5CBF
1 changed files with 2 additions and 4 deletions

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@ -174,9 +174,7 @@ inline void SetMaterialColorProperty(std::vector<int>& embeddedTexIdxs, Asset& r
else {
aiColor4D col;
CopyValue(prop.color, col);
if (col.r != 1.f || col.g != 1.f || col.b != 1.f || col.a != 1.f) {
mat->AddProperty(&col, 1, pKey, type, idx);
}
mat->AddProperty(&col, 1, pKey, type, idx);
}
}
@ -672,7 +670,7 @@ void glTFImporter::InternReadFile(const std::string& pFile, aiScene* pScene, IOS
//pScene->mFlags |= AI_SCENE_FLAGS_NON_VERBOSE_FORMAT;
MakeVerboseFormatProcess process;
process.Execute(pScene);
if (pScene->mNumMeshes == 0) {
pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;