bugfix: add obj-material handling for <color> 0 instead of <color> r g b.
Signed-off-by: Kim Kulling <kim.kulling@googlemail.com>pull/334/head
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3d6b1932f9
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5e265610fb
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@ -223,15 +223,17 @@ void ObjFileMtlImporter::getColorRGBA( aiColor3D *pColor )
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{
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{
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ai_assert( NULL != pColor );
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ai_assert( NULL != pColor );
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float r, g, b;
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float r( 0.0f ), g( 0.0f ), b( 0.0f );
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m_DataIt = getFloat<DataArrayIt>( m_DataIt, m_DataItEnd, r );
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m_DataIt = getFloat<DataArrayIt>( m_DataIt, m_DataItEnd, r );
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pColor->r = r;
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pColor->r = r;
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m_DataIt = getFloat<DataArrayIt>( m_DataIt, m_DataItEnd, g );
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// we have to check if color is default 0 with only one token
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pColor->g = g;
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if( !isNewLine( *m_DataIt ) ) {
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m_DataIt = getFloat<DataArrayIt>( m_DataIt, m_DataItEnd, g );
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m_DataIt = getFloat<DataArrayIt>( m_DataIt, m_DataItEnd, b );
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m_DataIt = getFloat<DataArrayIt>( m_DataIt, m_DataItEnd, b );
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pColor->b = b;
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}
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pColor->g = g;
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pColor->b = b;
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}
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}
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// -------------------------------------------------------------------
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// -------------------------------------------------------------------
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