Merge pull request #1988 from kebby/master
FBX: LayeredTextures now work with embedded texture datapull/1989/head
commit
fd2a71b3fd
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@ -1526,23 +1526,13 @@ unsigned int Converter::ConvertVideo( const Video& video )
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return static_cast<unsigned int>( textures.size() - 1 );
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return static_cast<unsigned int>( textures.size() - 1 );
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}
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}
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void Converter::TrySetTextureProperties( aiMaterial* out_mat, const TextureMap& textures,
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aiString Converter::GetTexturePath(const Texture* tex)
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const std::string& propName,
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aiTextureType target, const MeshGeometry* const mesh )
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{
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{
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TextureMap::const_iterator it = textures.find( propName );
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if ( it == textures.end() ) {
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return;
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}
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const Texture* const tex = ( *it ).second;
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if ( tex != 0 )
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{
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aiString path;
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aiString path;
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path.Set( tex->RelativeFilename() );
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path.Set(tex->RelativeFilename());
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const Video* media = tex->Media();
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const Video* media = tex->Media();
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if (media != 0) {
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if (media != nullptr) {
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bool textureReady = false; //tells if our texture is ready (if it was loaded or if it was found)
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bool textureReady = false; //tells if our texture is ready (if it was loaded or if it was found)
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unsigned int index;
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unsigned int index;
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@ -1573,6 +1563,22 @@ void Converter::TrySetTextureProperties( aiMaterial* out_mat, const TextureMap&
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}
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}
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}
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}
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return path;
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}
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void Converter::TrySetTextureProperties( aiMaterial* out_mat, const TextureMap& textures,
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const std::string& propName,
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aiTextureType target, const MeshGeometry* const mesh )
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{
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TextureMap::const_iterator it = textures.find( propName );
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if ( it == textures.end() ) {
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return;
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}
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const Texture* const tex = ( *it ).second;
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if ( tex != 0 )
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{
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aiString path = GetTexturePath(tex);
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out_mat->AddProperty( &path, _AI_MATKEY_TEXTURE_BASE, target, 0 );
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out_mat->AddProperty( &path, _AI_MATKEY_TEXTURE_BASE, target, 0 );
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aiUVTransform uvTrafo;
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aiUVTransform uvTrafo;
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@ -1696,9 +1702,7 @@ void Converter::TrySetTextureProperties( aiMaterial* out_mat, const LayeredTextu
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const Texture* const tex = ( *it ).second->getTexture(texIndex);
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const Texture* const tex = ( *it ).second->getTexture(texIndex);
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aiString path;
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aiString path = GetTexturePath(tex);
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path.Set( tex->RelativeFilename() );
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out_mat->AddProperty( &path, _AI_MATKEY_TEXTURE_BASE, target, texIndex );
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out_mat->AddProperty( &path, _AI_MATKEY_TEXTURE_BASE, target, texIndex );
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aiUVTransform uvTrafo;
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aiUVTransform uvTrafo;
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@ -228,6 +228,10 @@ private:
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// Video -> aiTexture
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// Video -> aiTexture
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unsigned int ConvertVideo(const Video& video);
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unsigned int ConvertVideo(const Video& video);
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// ------------------------------------------------------------------------------------------------
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// convert embedded texture if necessary and return actual texture path
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aiString GetTexturePath(const Texture* tex);
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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void TrySetTextureProperties(aiMaterial* out_mat, const TextureMap& textures,
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void TrySetTextureProperties(aiMaterial* out_mat, const TextureMap& textures,
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const std::string& propName,
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const std::string& propName,
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