mirror of
https://port.numenaute.org/aleajactaest/khanat-code-old.git
synced 2024-11-27 01:06:19 +00:00
Adjust
This commit is contained in:
parent
f5db005931
commit
a021dc9eb5
1 changed files with 7 additions and 6 deletions
|
@ -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
|
||||
|
|
Loading…
Reference in a new issue