Updated the FBXConverter to correctly set the material shading mode when a Phong shader is detected
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@ -67,6 +67,19 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <sstream>
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#include <iomanip>
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// MY DEBUG STUFF:
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#include <iostream>
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using std::cout;
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// END MY DEBUG STUF
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namespace Assimp {
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namespace FBX {
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@ -1596,6 +1609,13 @@ namespace Assimp {
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out_mat->AddProperty(&str, AI_MATKEY_NAME);
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}
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// Set the shading mode as best we can: The FBX specification only mentions Lambert and Phong, and only Phong is mentioned in Assimp's aiShadingMode enum.
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if (material.GetShadingModel() == "phong")
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{
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aiShadingMode shadingMode = aiShadingMode_Phong;
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out_mat->AddProperty<aiShadingMode>(&shadingMode, 1, AI_MATKEY_SHADING_MODEL);
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}
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// shading stuff and colors
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SetShadingPropertiesCommon(out_mat, props);
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SetShadingPropertiesRaw( out_mat, props, material.Textures(), mesh );
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