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tweaks to fbx importing until a proper menu can be made
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src/io/BinIO.cpp

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -1096,8 +1096,8 @@ namespace BIN {
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mdl.mTexturesHeaders[texture->typed_id] = {};
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mdl.mSamplers[texture->typed_id].TextureIndex = texture->typed_id;
1099-
mdl.mSamplers[texture->typed_id].WrapU = texture->wrap_u;
1100-
mdl.mSamplers[texture->typed_id].WrapV = texture->wrap_v;
1099+
mdl.mSamplers[texture->typed_id].WrapU = 1;//texture->wrap_u;
1100+
mdl.mSamplers[texture->typed_id].WrapV = 1;//texture->wrap_v;
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mdl.mTexturesHeaders[texture->typed_id].Format = 0x0E;
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// if the texture is embedded
@@ -1120,7 +1120,7 @@ namespace BIN {
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for(ufbx_material* material : scene->materials){
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mdl.mMaterials[material->typed_id] = {};
1123-
mdl.mMaterials[material->typed_id].Color = { material->fbx.ambient_color.value_vec4.x, material->fbx.ambient_color.value_vec4.y, material->fbx.ambient_color.value_vec4.z, material->fbx.ambient_color.value_vec4.w };
1123+
//mdl.mMaterials[material->typed_id].Color = { material->fbx.ambient_color.value_vec4.x, material->fbx.ambient_color.value_vec4.y, material->fbx.ambient_color.value_vec4.z, material->fbx.ambient_color.value_vec4.w };
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int idx = 0;
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for(ufbx_material_texture texture : material->textures){
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if(idx >= 8) break;

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