Don't discriminate textures only by FBX logical name.
We don't want to use the logical texture name from the FBX to distinguish separate textures. It seems entirely valid for distinct textures to have the same name. It's not completely clear what's best to use instead, but adding fileLocation seems reasonable. It can be blank, for textures that don't exist on the filesystem –– but that's a pretty weird edge case, and even then we have both 'usage' and 'name' to distinguish.
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@ -100,7 +100,9 @@ int RawModel::AddTexture(
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return -1;
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}
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for (size_t i = 0; i < textures.size(); i++) {
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if (StringUtils::CompareNoCase(textures[i].name, name) == 0 && textures[i].usage == usage) {
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// we allocate the struct even if the implementing image file is missing
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if (StringUtils::CompareNoCase(textures[i].fileLocation, fileLocation) == 0 &&
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StringUtils::CompareNoCase(textures[i].name, name) == 0 && textures[i].usage == usage) {
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return (int)i;
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}
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}
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