propagating precision requirments into operations
This commit is contained in:
@@ -819,10 +819,10 @@ void CopyASETexture(aiMaterial& mat, ASE::Texture& texture, aiTextureType type)
|
||||
|
||||
// Setup the texture blend factor
|
||||
if (is_not_qnan(texture.mTextureBlend))
|
||||
mat.AddProperty<float>( &texture.mTextureBlend, 1, AI_MATKEY_TEXBLEND(type,0));
|
||||
mat.AddProperty<ai_real>( &texture.mTextureBlend, 1, AI_MATKEY_TEXBLEND(type,0));
|
||||
|
||||
// Setup texture UV transformations
|
||||
mat.AddProperty<float>(&texture.mOffsetU,5,AI_MATKEY_UVTRANSFORM(type,0));
|
||||
mat.AddProperty<ai_real>(&texture.mOffsetU,5,AI_MATKEY_UVTRANSFORM(type,0));
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
@@ -865,7 +865,7 @@ void ASEImporter::ConvertMaterial(ASE::Material& mat)
|
||||
}
|
||||
|
||||
// opacity
|
||||
mat.pcInstance->AddProperty<float>( &mat.mTransparency,1,AI_MATKEY_OPACITY);
|
||||
mat.pcInstance->AddProperty<ai_real>( &mat.mTransparency,1,AI_MATKEY_OPACITY);
|
||||
|
||||
// Two sided rendering?
|
||||
if (mat.mTwoSided)
|
||||
|
||||
Reference in New Issue
Block a user