diff --git a/code/nel/tools/3d/mesh_utils/assimp_shape.cpp b/code/nel/tools/3d/mesh_utils/assimp_shape.cpp index e1f1cf114..c369b358b 100644 --- a/code/nel/tools/3d/mesh_utils/assimp_shape.cpp +++ b/code/nel/tools/3d/mesh_utils/assimp_shape.cpp @@ -87,10 +87,10 @@ bool assimpBuildMesh(CMesh::CMeshBuild &buildMesh, CMeshBase::CMeshBaseBuild &bu "(%s) mesh->GetNumColorChannels() > 2", node->mName.C_Str()); return false; } - if (mesh->GetNumUVChannels() > 1) + if (mesh->GetNumUVChannels() > CVertexBuffer::MaxStage) { tlerror(context.ToolLogger, context.Settings.SourceFilePath.c_str(), - "(%s) mesh->GetNumUVChannels() > 1", node->mName.C_Str()); + "(%s) mesh->GetNumUVChannels() > CVertexBuffer::MaxStage", node->mName.C_Str()); return false; } if (!mesh->HasNormals()) @@ -161,13 +161,14 @@ bool assimpBuildMesh(CMesh::CMeshBuild &buildMesh, CMeshBase::CMeshBaseBuild &bu } CMesh::CFace &face = buildMesh.Faces[numFaces]; face.MaterialId = mi; - face.SmoothGroup = 0; // No smoothing group (bitfield) + face.SmoothGroup = 0; // No smoothing groups (bitfield) face.Corner[0].Vertex = vertexRemapping[mi][af.mIndices[0]]; face.Corner[1].Vertex = vertexRemapping[mi][af.mIndices[1]]; face.Corner[2].Vertex = vertexRemapping[mi][af.mIndices[2]]; face.Corner[0].Normal = convVector(mesh->mNormals[af.mIndices[0]]); face.Corner[0].Normal = convVector(mesh->mNormals[af.mIndices[1]]); face.Corner[0].Normal = convVector(mesh->mNormals[af.mIndices[2]]); + // TODO: If we want normal maps, we need to add tangent vectors to CFace and build process // TODO: UV if (numColorChannels > 0) // TODO: Verify { @@ -176,9 +177,9 @@ bool assimpBuildMesh(CMesh::CMeshBuild &buildMesh, CMeshBase::CMeshBaseBuild &bu face.Corner[2].Color = convColor(mesh->mColors[0][af.mIndices[2]]); if (numColorChannels > 1) // TODO: Verify { - face.Corner[0].Specular = convColor(mesh->mColors[0][af.mIndices[0]]); - face.Corner[1].Specular = convColor(mesh->mColors[0][af.mIndices[1]]); - face.Corner[2].Specular = convColor(mesh->mColors[0][af.mIndices[2]]); + face.Corner[0].Specular = convColor(mesh->mColors[1][af.mIndices[0]]); + face.Corner[1].Specular = convColor(mesh->mColors[1][af.mIndices[1]]); + face.Corner[2].Specular = convColor(mesh->mColors[1][af.mIndices[2]]); } } // TODO: Color modulate, alpha, use color alpha for vp tree, etc