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Adding the shadingMOdel read from the fbx material
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2 changed files with 4 additions and 0 deletions
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@ -892,7 +892,10 @@ FBXGeometry* FBXReader::extractFBXGeometry(const QVariantHash& mapping, const QS
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properties = true;
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properties = true;
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propertyName = "P";
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propertyName = "P";
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index = 4;
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index = 4;
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} else if (subobject.name == "ShadingModel") {
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material.shadingModel = subobject.properties.at(0).toString();
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}
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}
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if (properties) {
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if (properties) {
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std::vector<std::string> unknowns;
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std::vector<std::string> unknowns;
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foreach(const FBXNode& property, subobject.children) {
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foreach(const FBXNode& property, subobject.children) {
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@ -154,6 +154,7 @@ public:
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QString materialID;
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QString materialID;
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QString name;
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QString name;
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QString shadingModel;
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model::MaterialPointer _material;
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model::MaterialPointer _material;
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FBXTexture normalTexture;
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FBXTexture normalTexture;
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