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FIx the shiny objects by actually using the specular map as it should be...
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@ -107,6 +107,8 @@ void FBXReader::consolidateFBXMaterials() {
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if (!specularTextureID.isNull()) {
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specularTexture = getTexture(specularTextureID);
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detectDifferentUVs |= (specularTexture.texcoordSet != 0) || (!specularTexture.transform.isIdentity());
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material.specularTexture = specularTexture;
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}
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FBXTexture emissiveTexture;
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