Bugfix due to copy-paste typo which prevented multi uv channel mesh to be imported correctly.
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@ -476,17 +476,17 @@ std::string getUVChannelForTextureMap(std::vector<StateSetContent>& stateSetList
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{
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{
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if (stateSetList[i].diffuse.valid() && (0 == strcmp(pName, FbxSurfaceMaterial::sDiffuse)))
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if (stateSetList[i].diffuse.valid() && (0 == strcmp(pName, FbxSurfaceMaterial::sDiffuse)))
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return stateSetList[i].diffuse->channel;
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return stateSetList[i].diffuse->channel;
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if (stateSetList[i].shininess.valid() && (0 == strcmp(pName, FbxSurfaceMaterial::sTransparentColor)))
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if (stateSetList[i].opacity.valid() && (0 == strcmp(pName, FbxSurfaceMaterial::sTransparentColor)))
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return stateSetList[i].opacity->channel;
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return stateSetList[i].opacity->channel;
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if (stateSetList[i].shininess.valid() && (0 == strcmp(pName, FbxSurfaceMaterial::sReflection)))
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if (stateSetList[i].reflection.valid() && (0 == strcmp(pName, FbxSurfaceMaterial::sReflection)))
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return stateSetList[i].reflection->channel;
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return stateSetList[i].reflection->channel;
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if (stateSetList[i].shininess.valid() && (0 == strcmp(pName, FbxSurfaceMaterial::sEmissive)))
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if (stateSetList[i].emissive.valid() && (0 == strcmp(pName, FbxSurfaceMaterial::sEmissive)))
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return stateSetList[i].emissive->channel;
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return stateSetList[i].emissive->channel;
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if (stateSetList[i].shininess.valid() && (0 == strcmp(pName, FbxSurfaceMaterial::sAmbient)))
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if (stateSetList[i].ambient.valid() && (0 == strcmp(pName, FbxSurfaceMaterial::sAmbient)))
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return stateSetList[i].ambient->channel;
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return stateSetList[i].ambient->channel;
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if (stateSetList[i].shininess.valid() && (0 == strcmp(pName, FbxSurfaceMaterial::sNormalMap)))
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if (stateSetList[i].normalMap.valid() && (0 == strcmp(pName, FbxSurfaceMaterial::sNormalMap)))
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return stateSetList[i].normalMap->channel;
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return stateSetList[i].normalMap->channel;
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if (stateSetList[i].shininess.valid() && (0 == strcmp(pName, FbxSurfaceMaterial::sSpecular)))
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if (stateSetList[i].specular.valid() && (0 == strcmp(pName, FbxSurfaceMaterial::sSpecular)))
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return stateSetList[i].specular->channel;
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return stateSetList[i].specular->channel;
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if (stateSetList[i].shininess.valid() && (0 == strcmp(pName, FbxSurfaceMaterial::sShininess)))
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if (stateSetList[i].shininess.valid() && (0 == strcmp(pName, FbxSurfaceMaterial::sShininess)))
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return stateSetList[i].shininess->channel;
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return stateSetList[i].shininess->channel;
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