git rid of if branch with same code in either branch

This commit is contained in:
Seth Alves 2015-09-28 15:32:53 -07:00
parent 2d477ad3b9
commit 8f02ffb76a
2 changed files with 8 additions and 15 deletions

View file

@ -134,19 +134,14 @@ void FBXReader::consolidateFBXMaterials() {
// Finally create the true material representation
material._material = std::make_shared<model::Material>();
material._material->setEmissive(material.emissiveColor);
if (glm::all(glm::equal(material.diffuseColor, glm::vec3(0.0f)))) {
material._material->setDiffuse(material.diffuseColor);
} else {
material._material->setDiffuse(material.diffuseColor);
}
material._material->setMetallic(glm::length(material.specularColor));
material._material->setGloss(material.shininess);
material._material->setDiffuse(material.diffuseColor);
material._material->setMetallic(glm::length(material.specularColor));
material._material->setGloss(material.shininess);
if (material.opacity <= 0.0f) {
material._material->setOpacity(1.0f);
material._material->setOpacity(1.0f);
} else {
material._material->setOpacity(material.opacity);
material._material->setOpacity(material.opacity);
}
}
}

View file

@ -537,8 +537,10 @@ FBXGeometry* OBJReader::readOBJ(QByteArray& model, const QVariantHash& mapping,
qCDebug(modelformat) << "OBJ reader fail: " << e.what();
}
qDebug() << "---------------------- -------------------------";
foreach (QString materialID, materials.keys()) {
OBJMaterial& objMaterial = materials[materialID];
qDebug() << "materialID =" << materialID << "diffuseColor =" << objMaterial.diffuseColor;
geometry.materials[materialID] = FBXMaterial(objMaterial.diffuseColor, // glm::vec3(1.0f, 1.0f, 1.0f)
objMaterial.specularColor, // glm::vec3(1.0f)
glm::vec3(), // glm::vec3()
@ -555,11 +557,7 @@ FBXGeometry* OBJReader::readOBJ(QByteArray& model, const QVariantHash& mapping,
}
material._material->setEmissive(material.emissiveColor);
if (glm::all(glm::equal(material.diffuseColor, glm::vec3(0.0f)))) {
material._material->setDiffuse(material.diffuseColor);
} else {
material._material->setDiffuse(material.diffuseColor);
}
material._material->setDiffuse(material.diffuseColor);
material._material->setMetallic(glm::length(material.specularColor));
material._material->setGloss(material.shininess);