ase/ask loader is quite stable now, loads most models correctly

added pretransformvertices postprocess step
bugfixes in the 3ds material system. transparency is now displayed correctly
Node view in the viewer display the local transformation matrix now
Fixed wrong directory name. "unused" renamed to "extra"
---> all is WIP ...


git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@50 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
aramis_acg
2008-05-30 23:01:25 +00:00
parent 7e257677dd
commit 69ed883ae0
38 changed files with 1285 additions and 417 deletions

View File

@@ -1091,9 +1091,9 @@ void Dot3DSImporter::ParseMaterialChunk(int* piRemaining)
pcf = &this->mScene->mMaterials.back().mTransparency;
*pcf = this->ParsePercentageChunk();
// NOTE: transparency, not opacity
*pcf = 1.0f - *pcf;
if (is_qnan(*pcf))
*pcf = 0.0f;
*pcf = 1.0f;
else *pcf = 1.0f - *pcf * (float)0xFFFF / 100.0f;
break;
case Dot3DSFile::CHUNK_MAT_SHADING:
@@ -1121,10 +1121,12 @@ void Dot3DSImporter::ParseMaterialChunk(int* piRemaining)
break;
case Dot3DSFile::CHUNK_MAT_SELF_ILPCT:
// TODO: need to multiply with emissive base color?
pcf = &this->mScene->mMaterials.back().sTexEmissive.mTextureBlend;
*pcf = this->ParsePercentageChunk();
if (is_qnan(*pcf))
*pcf = 1.0f;
*pcf = 0.0f;
else *pcf = *pcf * (float)0xFFFF / 100.0f;
break;
// parse texture chunks