Fixed bug introduced by misleading names in materials properties between "type" parameters of function referring to the "semantic" field of properties (and NOT the type field...)
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ca2e47b205
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c99bd9825a
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@ -920,7 +920,7 @@ void SceneCombiner::MergeMaterials(aiMaterial** dest,
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// Test if we already have a matching property
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// Test if we already have a matching property
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const aiMaterialProperty* prop_exist;
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const aiMaterialProperty* prop_exist;
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if(aiGetMaterialProperty(out, sprop->mKey.C_Str(), sprop->mType, sprop->mIndex, &prop_exist) != AI_SUCCESS) {
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if(aiGetMaterialProperty(out, sprop->mKey.C_Str(), sprop->mSemantic, sprop->mIndex, &prop_exist) != AI_SUCCESS) {
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// If not, we add it to the new material
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// If not, we add it to the new material
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aiMaterialProperty* prop = out->mProperties[out->mNumProperties] = new aiMaterialProperty();
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aiMaterialProperty* prop = out->mProperties[out->mNumProperties] = new aiMaterialProperty();
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