FBX: fix double precision build.
parent
cb5686653f
commit
aa883eda19
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@ -1690,7 +1690,7 @@ void FBXExporter::WriteObjects ()
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aiUVTransform trafo;
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unsigned int max = sizeof(aiUVTransform);
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aiGetMaterialFloatArray(mat, AI_MATKEY_UVTRANSFORM(aiTextureType_DIFFUSE, 0), (float *)&trafo, &max);
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aiGetMaterialFloatArray(mat, AI_MATKEY_UVTRANSFORM(aiTextureType_DIFFUSE, 0), (ai_real *)&trafo, &max);
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// now write the actual texture node
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FBX::Node tnode("Texture");
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