Merge branch 'master' into develop_kimkulling
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@@ -704,7 +704,7 @@ void Converter::GenerateTransformationNodeChain( const Model& model, std::vector
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aiMatrix4x4::Scaling( GeometricScaling, chain[ TransformationComp_GeometricScaling ] );
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aiVector3D GeometricScalingInverse = GeometricScaling;
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bool canscale = true;
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for (size_t i = 0; i < 3; ++i) {
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for (unsigned int i = 0; i < 3; ++i) {
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if ( std::fabs( GeometricScalingInverse[i] ) > zero_epsilon ) {
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GeometricScalingInverse[i] = 1.0f / GeometricScaling[i];
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} else {
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@@ -1887,11 +1887,11 @@ void Converter::SetShadingPropertiesCommon( aiMaterial* out_mat, const PropertyT
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// TransparentColor / TransparencyFactor... gee thanks FBX :rolleyes:
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const aiColor3D& Transparent = GetColorPropertyFactored( props, "TransparentColor", "TransparencyFactor", ok );
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float CalculatedOpacity = 1.0;
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float CalculatedOpacity = 1.0f;
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if ( ok ) {
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out_mat->AddProperty( &Transparent, 1, AI_MATKEY_COLOR_TRANSPARENT );
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// as calculated by FBX SDK 2017:
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CalculatedOpacity = 1.0 - ((Transparent.r + Transparent.g + Transparent.b) / 3.0);
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CalculatedOpacity = 1.0f - ((Transparent.r + Transparent.g + Transparent.b) / 3.0f);
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}
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// use of TransparencyFactor is inconsistent.
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