Bugfix due to copy-paste typo which prevented multi uv channel mesh to be imported correctly.

This commit is contained in:
Riccardo Corsi 2019-06-07 12:45:45 +02:00 committed by Robert Osfield
parent 56e2a03378
commit 511f7be394

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@ -476,17 +476,17 @@ std::string getUVChannelForTextureMap(std::vector<StateSetContent>& stateSetList
{ {
if (stateSetList[i].diffuse.valid() && (0 == strcmp(pName, FbxSurfaceMaterial::sDiffuse))) if (stateSetList[i].diffuse.valid() && (0 == strcmp(pName, FbxSurfaceMaterial::sDiffuse)))
return stateSetList[i].diffuse->channel; return stateSetList[i].diffuse->channel;
if (stateSetList[i].shininess.valid() && (0 == strcmp(pName, FbxSurfaceMaterial::sTransparentColor))) if (stateSetList[i].opacity.valid() && (0 == strcmp(pName, FbxSurfaceMaterial::sTransparentColor)))
return stateSetList[i].opacity->channel; return stateSetList[i].opacity->channel;
if (stateSetList[i].shininess.valid() && (0 == strcmp(pName, FbxSurfaceMaterial::sReflection))) if (stateSetList[i].reflection.valid() && (0 == strcmp(pName, FbxSurfaceMaterial::sReflection)))
return stateSetList[i].reflection->channel; return stateSetList[i].reflection->channel;
if (stateSetList[i].shininess.valid() && (0 == strcmp(pName, FbxSurfaceMaterial::sEmissive))) if (stateSetList[i].emissive.valid() && (0 == strcmp(pName, FbxSurfaceMaterial::sEmissive)))
return stateSetList[i].emissive->channel; return stateSetList[i].emissive->channel;
if (stateSetList[i].shininess.valid() && (0 == strcmp(pName, FbxSurfaceMaterial::sAmbient))) if (stateSetList[i].ambient.valid() && (0 == strcmp(pName, FbxSurfaceMaterial::sAmbient)))
return stateSetList[i].ambient->channel; return stateSetList[i].ambient->channel;
if (stateSetList[i].shininess.valid() && (0 == strcmp(pName, FbxSurfaceMaterial::sNormalMap))) if (stateSetList[i].normalMap.valid() && (0 == strcmp(pName, FbxSurfaceMaterial::sNormalMap)))
return stateSetList[i].normalMap->channel; return stateSetList[i].normalMap->channel;
if (stateSetList[i].shininess.valid() && (0 == strcmp(pName, FbxSurfaceMaterial::sSpecular))) if (stateSetList[i].specular.valid() && (0 == strcmp(pName, FbxSurfaceMaterial::sSpecular)))
return stateSetList[i].specular->channel; return stateSetList[i].specular->channel;
if (stateSetList[i].shininess.valid() && (0 == strcmp(pName, FbxSurfaceMaterial::sShininess))) if (stateSetList[i].shininess.valid() && (0 == strcmp(pName, FbxSurfaceMaterial::sShininess)))
return stateSetList[i].shininess->channel; return stateSetList[i].shininess->channel;