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