glTF: Remove separate occlusion texture
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d7dd7e2c6e
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2c82cd4475
@ -256,13 +256,10 @@ struct GLTFBuilder {
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SGPropertyNode *normalTexNode = makeChild(params, "texture", 1);
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if (!makeTextureParameters(normalTexNode, material.normalTexture.index))
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makeChild(normalTexNode, "type")->setValue("null-normalmap");
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SGPropertyNode *metRoughTexNode = makeChild(params, "texture", 2);
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if (!makeTextureParameters(metRoughTexNode, pbr.metallicRoughnessTexture.index))
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makeChild(metRoughTexNode, "type")->setValue("white");
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SGPropertyNode *occlusionTexNode = makeChild(params, "texture", 3);
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if (!makeTextureParameters(occlusionTexNode, material.occlusionTexture.index))
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makeChild(occlusionTexNode, "type")->setValue("white");
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SGPropertyNode *emissiveTexNode = makeChild(params, "texture", 4);
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SGPropertyNode *ormTexNode = makeChild(params, "texture", 2);
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if (!makeTextureParameters(ormTexNode, pbr.metallicRoughnessTexture.index))
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makeChild(ormTexNode, "type")->setValue("white");
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SGPropertyNode *emissiveTexNode = makeChild(params, "texture", 3);
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if (!makeTextureParameters(emissiveTexNode, material.emissiveTexture.index))
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makeChild(emissiveTexNode, "type")->setValue("white");
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@ -70,6 +70,7 @@ PropStringMap<BufferFormat> buffer_format_map {
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{"r32f", {GL_R32F, GL_RED, GL_FLOAT}},
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{"rg16f", {GL_RG16F, GL_RG, GL_HALF_FLOAT}},
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{"rg32f", {GL_RG32F, GL_RG, GL_FLOAT}},
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{"rgb10-a2", {GL_RGB10_A2, GL_RGBA, GL_UNSIGNED_INT_10_10_10_2}},
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{"r11f-g11f-b10f", {GL_R11F_G11F_B10F, GL_RGB, GL_UNSIGNED_INT_10F_11F_11F_REV}},
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{"depth16", {GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT}},
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{"depth24", {GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT}},
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