Merge pull request #1106 from elect86/master
OBJ, added the index to handle clamp option for each cubemap texturepull/1114/head
commit
df03c657bf
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@ -542,13 +542,13 @@ void ObjFileImporter::countObjects(const std::vector<ObjFile::Object*> &rObjects
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// ------------------------------------------------------------------------------------------------
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// Add clamp mode property to material if necessary
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void ObjFileImporter::addTextureMappingModeProperty( aiMaterial* mat, aiTextureType type, int clampMode) {
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void ObjFileImporter::addTextureMappingModeProperty( aiMaterial* mat, aiTextureType type, int clampMode, int index) {
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if ( nullptr == mat ) {
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return;
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}
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mat->AddProperty<int>( &clampMode, 1, AI_MATKEY_MAPPINGMODE_U( type, 0 ) );
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mat->AddProperty<int>( &clampMode, 1, AI_MATKEY_MAPPINGMODE_V( type, 0 ) );
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mat->AddProperty<int>( &clampMode, 1, AI_MATKEY_MAPPINGMODE_U( type, index ) );
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mat->AddProperty<int>( &clampMode, 1, AI_MATKEY_MAPPINGMODE_V( type, index ) );
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}
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// ------------------------------------------------------------------------------------------------
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@ -668,12 +668,12 @@ void ObjFileImporter::createMaterials(const ObjFile::Model* pModel, aiScene* pSc
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unsigned count = type == ObjFile::Material::TextureReflectionSphereType ? 1 : 6;
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for( unsigned i = 0; i < count; i++ )
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{
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mat->AddProperty(&pCurrentMaterial->textureReflection[i], AI_MATKEY_TEXTURE_REFLECTION(i));
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if(pCurrentMaterial->clamp[type])
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//TODO addTextureMappingModeProperty should accept an index to handle clamp option for each
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//texture of a cubemap
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addTextureMappingModeProperty(mat, aiTextureType_REFLECTION);
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if(pCurrentMaterial->clamp[type])
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addTextureMappingModeProperty(mat, aiTextureType_REFLECTION, 1, i);
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}
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}
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if ( 0 != pCurrentMaterial->textureDisp.length )
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@ -100,7 +100,7 @@ private:
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void createMaterials(const ObjFile::Model* pModel, aiScene* pScene);
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/// @brief Adds special property for the used texture mapping mode of the model.
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void addTextureMappingModeProperty(aiMaterial* mat, aiTextureType type, int clampMode = 1);
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void addTextureMappingModeProperty(aiMaterial* mat, aiTextureType type, int clampMode = 1, int index = 0);
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//! \brief Appends a child node to a parent node and updates the data structures.
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void appendChildToParentNode(aiNode *pParent, aiNode *pChild);
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