diff --git a/code/glTF2Exporter.cpp b/code/glTF2Exporter.cpp index 46f201b52..9e6415522 100644 --- a/code/glTF2Exporter.cpp +++ b/code/glTF2Exporter.cpp @@ -448,7 +448,7 @@ void glTF2Exporter::ExportMaterials() float specularIntensity = specularColor[0] * 0.2125 + specularColor[1] * 0.7154 + specularColor[2] * 0.0721; float roughnessFactor = 1 - std::sqrt(shininess / 1000); - roughnessFactor = std::powf(roughnessFactor, 2); + roughnessFactor = std::pow(roughnessFactor, 2); roughnessFactor = std::min(std::max(roughnessFactor, 0.0f), 1.0f); // low specular intensity values should produce a rough material even if shininess is high.