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Fix issues from review
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a485d3d6de
commit
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1 changed files with 9 additions and 7 deletions
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@ -1061,13 +1061,13 @@ FBXGeometry* FBXReader::extractFBXGeometry(const QVariantHash& mapping, const QS
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QString parentID = getID(connection.properties, 2);
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QString parentID = getID(connection.properties, 2);
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ooChildToParent.insert(childID, parentID);
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ooChildToParent.insert(childID, parentID);
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if (!hifiGlobalNodeID.isEmpty() && (parentID == hifiGlobalNodeID)) {
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if (!hifiGlobalNodeID.isEmpty() && (parentID == hifiGlobalNodeID)) {
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std::map< QString, FBXLight >::iterator lit = lights.find(childID);
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std::map< QString, FBXLight >::iterator lightIt = lights.find(childID);
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if (lit != lights.end()) {
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if (lightIt != lights.end()) {
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_lightmapLevel = (*lit).second.intensity;
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_lightmapLevel = (*lightIt).second.intensity;
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if (_lightmapLevel <= 0.0f) {
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if (_lightmapLevel <= 0.0f) {
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_loadLightmaps = false;
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_loadLightmaps = false;
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}
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}
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_lightmapOffset = glm::clamp((*lit).second.color.x, 0.f, 1.f);
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_lightmapOffset = glm::clamp((*lightIt).second.color.x, 0.f, 1.f);
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}
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}
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}
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}
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}
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}
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@ -1141,8 +1141,8 @@ FBXGeometry* FBXReader::extractFBXGeometry(const QVariantHash& mapping, const QS
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// TODO: check if is code is needed
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// TODO: check if is code is needed
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if (!lights.empty()) {
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if (!lights.empty()) {
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if (hifiGlobalNodeID.isEmpty()) {
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if (hifiGlobalNodeID.isEmpty()) {
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std::map< QString, FBXLight >::iterator l = lights.begin();
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auto light = lights.begin();
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_lightmapLevel = (*l).second.intensity;
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_lightmapLevel = (*light).second.intensity;
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}
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}
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}
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}
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@ -1365,7 +1365,9 @@ FBXGeometry* FBXReader::extractFBXGeometry(const QVariantHash& mapping, const QS
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for (int j = 0; j < extracted.partMaterialTextures.size(); j++) {
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for (int j = 0; j < extracted.partMaterialTextures.size(); j++) {
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int partTexture = extracted.partMaterialTextures.at(j).second;
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int partTexture = extracted.partMaterialTextures.at(j).second;
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if (partTexture == textureIndex && !(partTexture == 0 && materialsHaveTextures)) {
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if (partTexture == textureIndex && !(partTexture == 0 && materialsHaveTextures)) {
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// extracted.mesh.parts[j].diffuseTexture = texture;
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// TODO: DO something here that replaces this legacy code
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// Maybe create a material just for this part with the correct textures?
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// extracted.mesh.parts[j].diffuseTexture = texture;
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}
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}
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}
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}
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textureIndex++;
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textureIndex++;
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