Drop misleading warning.

It's perfectly fine for materials to have neither diffuse texture nor
vertex colours. This dates back to a time when the tool had more limited
use cases.

To compensate: https://github.com/facebookincubator/FBX2glTF/issues/43
This commit is contained in:
Par Winzell 2017-11-16 14:10:12 -08:00
parent 5eb36702b5
commit bcbfdae6be
1 changed files with 1 additions and 8 deletions

View File

@ -474,18 +474,11 @@ ModelData *Raw2Gltf(
for (size_t surfaceIndex = 0; surfaceIndex < materialModels.size(); surfaceIndex++) {
const RawModel &surfaceModel = materialModels[surfaceIndex];
assert(surfaceModel.GetSurfaceCount() == 1);
assert(surfaceModel.GetSurfaceCount() == 1);
const RawSurface &rawSurface = surfaceModel.GetSurface(0);
const std::string surfaceName = std::to_string(surfaceIndex) + "_" + rawSurface.name;
const RawMaterial &rawMaterial = surfaceModel.GetMaterial(surfaceModel.GetTriangle(0).materialIndex);
if (rawMaterial.textures[RAW_TEXTURE_USAGE_DIFFUSE] < 0 &&
(surfaceModel.GetVertexAttributes() & RAW_VERTEX_ATTRIBUTE_COLOR) == 0) {
if (verboseOutput) {
fmt::printf("Warning: surface %s has neither texture nor vertex colors.\n", surfaceName.c_str());
}
}
const MaterialData &mData = require(materialsByName, materialHash(rawMaterial));
std::string nodeName = rawSurface.nodeName;