- collada 1.5.0 textures are readable now
 - cube and volume maps and mip initializations are skipped
Material system
 - unified texture types. Added lightmap, displacement, reflection and 'unknown'. Everyone should be happy now (intending to remove ambient textures from the API).

ComputeUV
  Changed mapping axis property to vec3 
  Adapted step
   WARN: produces mirrored uv coords now. LH issue.

IRR  
  Updated to new texture types

3DS
  Updated to new texture types

NFF
  Updated to new texture types

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@340 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
aramis_acg
2009-02-11 20:56:05 +00:00
parent af87633c9f
commit c865999420
44 changed files with 1966 additions and 1378 deletions

View File

@@ -330,9 +330,12 @@ void Discreet3DSImporter::ConvertMaterial(D3DS::Material& oldMat,
if( oldMat.sTexShininess.mMapName.length() > 0)
CopyTexture(mat,oldMat.sTexShininess, aiTextureType_SHININESS);
// REFLECTION texture
if( oldMat.sTexReflective.mMapName.length() > 0)
CopyTexture(mat,oldMat.sTexReflective, aiTextureType_REFLECTION);
// Store the name of the material itself, too
if( oldMat.mName.length())
{
if( oldMat.mName.length()) {
aiString tex;
tex.Set( oldMat.mName);
mat.AddProperty( &tex, AI_MATKEY_NAME);
@@ -435,8 +438,7 @@ void Discreet3DSImporter::AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut,
iArray.reserve(3);
aiMatrix4x4 abs;
if (pcIn->mName == "$$$DUMMY")
{
if (pcIn->mName == "$$$DUMMY") {
// FIX: Append the "real" name of the dummy to the string
pcIn->mName = "Dummy." + pcIn->mDummyName;
}
@@ -495,11 +497,10 @@ void Discreet3DSImporter::AddNodeToGraph(aiScene* pcSOut,aiNode* pcOut,
// Now build the transformation matrix of the node
// ROTATION
if (pcIn->aRotationKeys.size())
{
if (pcIn->aRotationKeys.size()){
pcOut->mTransformation = aiMatrix4x4( pcIn->aRotationKeys[0].mValue.GetMatrix() );
}
else if (pcIn->aCameraRollKeys.size())
else if (pcIn->aCameraRollKeys.size())
{
aiMatrix4x4::RotationZ(AI_DEG_TO_RAD(- pcIn->aCameraRollKeys[0].mValue),
pcOut->mTransformation);