diff --git a/code/STLLoader.cpp b/code/STLLoader.cpp index 39c6ac9cd..ebd320c1a 100644 --- a/code/STLLoader.cpp +++ b/code/STLLoader.cpp @@ -153,8 +153,8 @@ void STLImporter::InternReadFile( const std::string& pFile, this->pScene = pScene; this->mBuffer = &mBuffer2[0]; - // the default vertex color is white - clrColorDefault.r = clrColorDefault.g = clrColorDefault.b = clrColorDefault.a = 1.0f; + // the default vertex color is light gray. + clrColorDefault.r = clrColorDefault.g = clrColorDefault.b = clrColorDefault.a = 0.6f; // allocate one mesh pScene->mNumMeshes = 1; @@ -189,13 +189,14 @@ void STLImporter::InternReadFile( const std::string& pFile, } } - // create a single default material - everything white, as we have vertex colors + // create a single default material, using a light gray diffuse color for consistency with + // other geometric types (e.g., PLY). aiMaterial* pcMat = new aiMaterial(); aiString s; s.Set(AI_DEFAULT_MATERIAL_NAME); pcMat->AddProperty(&s, AI_MATKEY_NAME); - aiColor4D clrDiffuse(1.0f,1.0f,1.0f,1.0f); + aiColor4D clrDiffuse(0.6f,0.6f,0.6f,1.0f); if (bMatClr) { clrDiffuse = clrColorDefault; }