diff --git a/libraries/fbx/src/OBJReader.cpp b/libraries/fbx/src/OBJReader.cpp index a171f92907..5ec6a9023d 100644 --- a/libraries/fbx/src/OBJReader.cpp +++ b/libraries/fbx/src/OBJReader.cpp @@ -118,7 +118,7 @@ glm::vec3 OBJTokenizer::getVec3() { auto z = getFloat(); auto v = glm::vec3(x, y, z); while (isNextTokenFloat()) { - // the spec(s) get(s) vague here. might be w, might be a color... chop it off. + // ignore any following floats nextToken(); } return v; @@ -130,6 +130,7 @@ bool OBJTokenizer::getVertex(glm::vec3& vertex, glm::vec3& vertexColor) { auto y = getFloat(); // And order of arguments is different on Windows/Linux. auto z = getFloat(); vertex = glm::vec3(x, y, z); + vertexColor = glm::vec3(1.0f); // default, in case there is not color information auto r = 1.0f, g = 1.0f, b = 1.0f; bool hasVertexColor = false; @@ -139,7 +140,7 @@ bool OBJTokenizer::getVertex(glm::vec3& vertex, glm::vec3& vertexColor) { // only a single value) that it's a vertex color. r = getFloat(); if (isNextTokenFloat()) { - // Safe to assume the following values are the green/blue components. + // Safe to assume the following values are the green/blue components. g = getFloat(); b = getFloat(); @@ -351,6 +352,8 @@ bool OBJReader::parseOBJGroup(OBJTokenizer& tokenizer, const QVariantHash& mappi bool result = true; int originalFaceCountForDebugging = 0; QString currentGroup; + bool anyVertexColor { false }; + int vertexCount { 0 }; setMeshPartDefaults(meshPart, QString("dontknow") + QString::number(mesh.parts.count())); @@ -416,10 +419,20 @@ bool OBJReader::parseOBJGroup(OBJTokenizer& tokenizer, const QVariantHash& mappi bool hasVertexColor = tokenizer.getVertex(vertex, vertexColor); vertices.append(vertex); - - if(hasVertexColor) { + + // if any vertex has color, they all need to. + if (hasVertexColor && !anyVertexColor) { + // we've had a gap of zero or more vertices without color, followed + // by one that has color. catch up: + for (int i = 0; i < vertexCount; i++) { + vertexColors.append(glm::vec3(1.0f)); + } + anyVertexColor = true; + } + if (anyVertexColor) { vertexColors.append(vertexColor); } + vertexCount++; } else if (token == "vn") { normals.append(tokenizer.getVec3()); } else if (token == "vt") {