Flip UVs in glTFExporter
parent
c98915e382
commit
8b3f348d63
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@ -291,6 +291,13 @@ void glTFExporter::ExportMeshes()
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if (n) p.attributes.normal.push_back(n);
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for (int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
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// Flip UV y coords
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if (aim -> mNumUVComponents[i] > 1) {
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for (unsigned int j = 0; j < aim->mNumVertices; ++j) {
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aim->mTextureCoords[i][j].y = 1 - aim->mTextureCoords[i][j].y;
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}
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}
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if (aim->mNumUVComponents[i] > 0) {
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AttribType::Value type = (aim->mNumUVComponents[i] == 2) ? AttribType::VEC2 : AttribType::VEC3;
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Ref<Accessor> tc = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mTextureCoords[i], AttribType::VEC3, type, ComponentType_FLOAT, true);
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