FBX: LayeredTextures now work with embedded texture data

pull/1988/head
Tammo Hinrichs 2018-05-30 14:56:53 +02:00
parent dd0d602681
commit ffb6756d2a
2 changed files with 46 additions and 38 deletions

View File

@ -1526,20 +1526,10 @@ unsigned int Converter::ConvertVideo( const Video& video )
return static_cast<unsigned int>( textures.size() - 1 );
}
void Converter::TrySetTextureProperties( aiMaterial* out_mat, const TextureMap& textures,
const std::string& propName,
aiTextureType target, const MeshGeometry* const mesh )
aiString Converter::GetTexturePath(const Texture* tex)
{
TextureMap::const_iterator it = textures.find( propName );
if ( it == textures.end() ) {
return;
}
const Texture* const tex = ( *it ).second;
if ( tex != 0 )
{
aiString path;
path.Set( tex->RelativeFilename() );
path.Set(tex->RelativeFilename());
const Video* media = tex->Media();
if (media != 0) {
@ -1573,6 +1563,22 @@ void Converter::TrySetTextureProperties( aiMaterial* out_mat, const TextureMap&
}
}
return path;
}
void Converter::TrySetTextureProperties( aiMaterial* out_mat, const TextureMap& textures,
const std::string& propName,
aiTextureType target, const MeshGeometry* const mesh )
{
TextureMap::const_iterator it = textures.find( propName );
if ( it == textures.end() ) {
return;
}
const Texture* const tex = ( *it ).second;
if ( tex != 0 )
{
aiString path = GetTexturePath(tex);
out_mat->AddProperty( &path, _AI_MATKEY_TEXTURE_BASE, target, 0 );
aiUVTransform uvTrafo;
@ -1696,9 +1702,7 @@ void Converter::TrySetTextureProperties( aiMaterial* out_mat, const LayeredTextu
const Texture* const tex = ( *it ).second->getTexture(texIndex);
aiString path;
path.Set( tex->RelativeFilename() );
aiString path = GetTexturePath(tex);
out_mat->AddProperty( &path, _AI_MATKEY_TEXTURE_BASE, target, texIndex );
aiUVTransform uvTrafo;

View File

@ -228,6 +228,10 @@ private:
// Video -> aiTexture
unsigned int ConvertVideo(const Video& video);
// ------------------------------------------------------------------------------------------------
// convert embedded texture if necessary and return actual texture path
aiString GetTexturePath(const Texture* tex);
// ------------------------------------------------------------------------------------------------
void TrySetTextureProperties(aiMaterial* out_mat, const TextureMap& textures,
const std::string& propName,