Fix issues from review

This commit is contained in:
samcake 2015-09-21 16:12:17 -07:00
parent a485d3d6de
commit dfe17e5708

View file

@ -1061,13 +1061,13 @@ FBXGeometry* FBXReader::extractFBXGeometry(const QVariantHash& mapping, const QS
QString parentID = getID(connection.properties, 2); QString parentID = getID(connection.properties, 2);
ooChildToParent.insert(childID, parentID); ooChildToParent.insert(childID, parentID);
if (!hifiGlobalNodeID.isEmpty() && (parentID == hifiGlobalNodeID)) { if (!hifiGlobalNodeID.isEmpty() && (parentID == hifiGlobalNodeID)) {
std::map< QString, FBXLight >::iterator lit = lights.find(childID); std::map< QString, FBXLight >::iterator lightIt = lights.find(childID);
if (lit != lights.end()) { if (lightIt != lights.end()) {
_lightmapLevel = (*lit).second.intensity; _lightmapLevel = (*lightIt).second.intensity;
if (_lightmapLevel <= 0.0f) { if (_lightmapLevel <= 0.0f) {
_loadLightmaps = false; _loadLightmaps = false;
} }
_lightmapOffset = glm::clamp((*lit).second.color.x, 0.f, 1.f); _lightmapOffset = glm::clamp((*lightIt).second.color.x, 0.f, 1.f);
} }
} }
} }
@ -1141,8 +1141,8 @@ FBXGeometry* FBXReader::extractFBXGeometry(const QVariantHash& mapping, const QS
// TODO: check if is code is needed // TODO: check if is code is needed
if (!lights.empty()) { if (!lights.empty()) {
if (hifiGlobalNodeID.isEmpty()) { if (hifiGlobalNodeID.isEmpty()) {
std::map< QString, FBXLight >::iterator l = lights.begin(); auto light = lights.begin();
_lightmapLevel = (*l).second.intensity; _lightmapLevel = (*light).second.intensity;
} }
} }
@ -1365,7 +1365,9 @@ FBXGeometry* FBXReader::extractFBXGeometry(const QVariantHash& mapping, const QS
for (int j = 0; j < extracted.partMaterialTextures.size(); j++) { for (int j = 0; j < extracted.partMaterialTextures.size(); j++) {
int partTexture = extracted.partMaterialTextures.at(j).second; int partTexture = extracted.partMaterialTextures.at(j).second;
if (partTexture == textureIndex && !(partTexture == 0 && materialsHaveTextures)) { if (partTexture == textureIndex && !(partTexture == 0 && materialsHaveTextures)) {
// extracted.mesh.parts[j].diffuseTexture = texture; // TODO: DO something here that replaces this legacy code
// Maybe create a material just for this part with the correct textures?
// extracted.mesh.parts[j].diffuseTexture = texture;
} }
} }
textureIndex++; textureIndex++;