Adjust
--HG-- branch : feature-export-assimp
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3a7b5c6a46
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ac5d9272f1
1 changed files with 7 additions and 6 deletions
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@ -87,10 +87,10 @@ bool assimpBuildMesh(CMesh::CMeshBuild &buildMesh, CMeshBase::CMeshBaseBuild &bu
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"(%s) mesh->GetNumColorChannels() > 2", node->mName.C_Str());
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"(%s) mesh->GetNumColorChannels() > 2", node->mName.C_Str());
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return false;
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return false;
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}
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}
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if (mesh->GetNumUVChannels() > 1)
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if (mesh->GetNumUVChannels() > CVertexBuffer::MaxStage)
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{
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{
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tlerror(context.ToolLogger, context.Settings.SourceFilePath.c_str(),
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tlerror(context.ToolLogger, context.Settings.SourceFilePath.c_str(),
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"(%s) mesh->GetNumUVChannels() > 1", node->mName.C_Str());
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"(%s) mesh->GetNumUVChannels() > CVertexBuffer::MaxStage", node->mName.C_Str());
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return false;
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return false;
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}
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}
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if (!mesh->HasNormals())
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if (!mesh->HasNormals())
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@ -161,13 +161,14 @@ bool assimpBuildMesh(CMesh::CMeshBuild &buildMesh, CMeshBase::CMeshBaseBuild &bu
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}
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}
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CMesh::CFace &face = buildMesh.Faces[numFaces];
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CMesh::CFace &face = buildMesh.Faces[numFaces];
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face.MaterialId = mi;
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face.MaterialId = mi;
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face.SmoothGroup = 0; // No smoothing group (bitfield)
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face.SmoothGroup = 0; // No smoothing groups (bitfield)
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face.Corner[0].Vertex = vertexRemapping[mi][af.mIndices[0]];
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face.Corner[0].Vertex = vertexRemapping[mi][af.mIndices[0]];
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face.Corner[1].Vertex = vertexRemapping[mi][af.mIndices[1]];
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face.Corner[1].Vertex = vertexRemapping[mi][af.mIndices[1]];
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face.Corner[2].Vertex = vertexRemapping[mi][af.mIndices[2]];
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face.Corner[2].Vertex = vertexRemapping[mi][af.mIndices[2]];
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face.Corner[0].Normal = convVector(mesh->mNormals[af.mIndices[0]]);
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face.Corner[0].Normal = convVector(mesh->mNormals[af.mIndices[0]]);
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face.Corner[0].Normal = convVector(mesh->mNormals[af.mIndices[1]]);
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face.Corner[0].Normal = convVector(mesh->mNormals[af.mIndices[1]]);
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face.Corner[0].Normal = convVector(mesh->mNormals[af.mIndices[2]]);
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face.Corner[0].Normal = convVector(mesh->mNormals[af.mIndices[2]]);
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// TODO: If we want normal maps, we need to add tangent vectors to CFace and build process
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// TODO: UV
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// TODO: UV
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if (numColorChannels > 0) // TODO: Verify
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if (numColorChannels > 0) // TODO: Verify
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{
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{
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@ -176,9 +177,9 @@ bool assimpBuildMesh(CMesh::CMeshBuild &buildMesh, CMeshBase::CMeshBaseBuild &bu
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face.Corner[2].Color = convColor(mesh->mColors[0][af.mIndices[2]]);
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face.Corner[2].Color = convColor(mesh->mColors[0][af.mIndices[2]]);
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if (numColorChannels > 1) // TODO: Verify
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if (numColorChannels > 1) // TODO: Verify
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{
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{
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face.Corner[0].Specular = convColor(mesh->mColors[0][af.mIndices[0]]);
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face.Corner[0].Specular = convColor(mesh->mColors[1][af.mIndices[0]]);
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face.Corner[1].Specular = convColor(mesh->mColors[0][af.mIndices[1]]);
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face.Corner[1].Specular = convColor(mesh->mColors[1][af.mIndices[1]]);
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face.Corner[2].Specular = convColor(mesh->mColors[0][af.mIndices[2]]);
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face.Corner[2].Specular = convColor(mesh->mColors[1][af.mIndices[2]]);
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}
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}
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}
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}
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// TODO: Color modulate, alpha, use color alpha for vp tree, etc
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// TODO: Color modulate, alpha, use color alpha for vp tree, etc
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