preserve UV Stream names in FBX files
parent
71c48581f3
commit
f91b439f79
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@ -598,8 +598,11 @@ static void WriteDump(const char *pFile, const char *cmd, const aiScene *scene,
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if (!mesh->mTextureCoords[a])
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if (!mesh->mTextureCoords[a])
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break;
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break;
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ioprintf(io, "\t\t<TextureCoords num=\"%u\" set=\"%u\" num_components=\"%u\"> \n", mesh->mNumVertices,
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ioprintf(io, "\t\t<TextureCoords num=\"%u\" set=\"%u\" name=\"%s\" num_components=\"%u\"> \n",
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a, mesh->mNumUVComponents[a]);
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mesh->mNumVertices,
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a,
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mesh->mTextureCoordsNames[a].C_Str(),
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mesh->mNumUVComponents[a]);
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if (!shortened) {
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if (!shortened) {
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if (mesh->mNumUVComponents[a] == 3) {
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if (mesh->mNumUVComponents[a] == 3) {
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@ -1126,6 +1126,8 @@ unsigned int FBXConverter::ConvertMeshSingleMaterial(const MeshGeometry &mesh, c
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*out_uv++ = aiVector3D(v.x, v.y, 0.0f);
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*out_uv++ = aiVector3D(v.x, v.y, 0.0f);
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}
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}
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out_mesh->mTextureCoordsNames[i] = mesh.GetTextureCoordChannelName(i);
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out_mesh->mNumUVComponents[i] = 2;
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out_mesh->mNumUVComponents[i] = 2;
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}
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}
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@ -674,6 +674,10 @@ struct aiMesh {
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*/
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*/
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C_STRUCT aiVector3D *mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
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C_STRUCT aiVector3D *mTextureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS];
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/** Vertex stream names.
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*/
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C_STRUCT aiString mTextureCoordsNames[AI_MAX_NUMBER_OF_TEXTURECOORDS];
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/** Specifies the number of components for a given UV channel.
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/** Specifies the number of components for a given UV channel.
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* Up to three channels are supported (UVW, for accessing volume
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* Up to three channels are supported (UVW, for accessing volume
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* or cube maps). If the value is 2 for a given channel n, the
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* or cube maps). If the value is 2 for a given channel n, the
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