fix bug of GLTFIO_LITE, the macro GLTFRESOURCES_LITE_LIT_BLEND_DATA is not defined anywhere, it should be GLTFRESOURCES_LITE_LIT_FADE_DATA. This solves the issue of rendering transparent objects using GLTFIO_LITE macro, i.e. using gltfresources_lite.bin. If not change this macro, the transparent objects will be rended using LIT_OPAQUE material instead of LIT_FADE material.

This commit is contained in:
hzzengxiaoqi
2022-01-11 10:31:49 -08:00
committed by Mathias Agopian
parent b67963176b
commit 6465b9ade8
+1 -1
View File
@@ -131,7 +131,7 @@ Material* UbershaderLoader::getMaterial(const MaterialKey& config) const {
case MATINDEX(LIT, AlphaMode::OPAQUE, false, false, false): mMaterials[matindex] = CREATE_MATERIAL(LIT_OPAQUE); break;
#endif
#if !GLTFIO_LITE || defined(GLTFRESOURCES_LITE_LIT_BLEND_DATA)
#if !GLTFIO_LITE || defined(GLTFRESOURCES_LITE_LIT_FADE_DATA)
case MATINDEX(LIT, AlphaMode::BLEND, false, false, false): mMaterials[matindex] = CREATE_MATERIAL(LIT_FADE); break;
#endif