diff --git a/code/glTF2/glTF2Importer.cpp b/code/glTF2/glTF2Importer.cpp index edee9c8e6..250c790b1 100644 --- a/code/glTF2/glTF2Importer.cpp +++ b/code/glTF2/glTF2Importer.cpp @@ -179,8 +179,8 @@ inline void SetMaterialTextureProperty(std::vector &embeddedTexIdxs, Asset // coordinate of the actual meshes during import. const ai_real rcos(cos(-transform.mRotation)); const ai_real rsin(sin(-transform.mRotation)); - transform.mTranslation.x = (0.5 * transform.mScaling.x) * (-rcos + rsin + 1) + prop.TextureTransformExt_t.offset[0]; - transform.mTranslation.y = ((0.5 * transform.mScaling.y) * (rsin + rcos - 1)) + 1 - transform.mScaling.y - prop.TextureTransformExt_t.offset[1];; + transform.mTranslation.x = (static_cast( 0.5 ) * transform.mScaling.x) * (-rcos + rsin + 1) + prop.TextureTransformExt_t.offset[0]; + transform.mTranslation.y = ((static_cast( 0.5 ) * transform.mScaling.y) * (rsin + rcos - 1)) + 1 - transform.mScaling.y - prop.TextureTransformExt_t.offset[1];; mat->AddProperty(&transform, 1, _AI_MATKEY_UVTRANSFORM_BASE, texType, texSlot); } @@ -641,7 +641,7 @@ void glTF2Importer::ImportMeshes(glTF2::Asset &r) { ai_assert(CheckValidFacesIndices(faces, static_cast(nFaces), aim->mNumVertices)); } - if (nullptr != prim.material) { + if (prim.material) { aim->mMaterialIndex = prim.material.GetIndex(); } else { aim->mMaterialIndex = mScene->mNumMaterials - 1;