Alright, less haphazardly now after the two previous botched commits, this fixes mistakes and bugs made a year or more in the past: - We now always pass the metallic and roughness factors through all the way to the glTF layer. They should not be multiplied into the generated textures, and so they should be present as-is in glTF output. - We only generate the AO/Rough/Net combined texture if at least two of the constituent textures are present. - We only reference the generated texture as an occlusionTexture if there really was an occlusion map present (and it had non-trivial pixels). It's also now ridiculously clear that: - The material conversion section is long and tortured and it's very easy to screw up. It should be broken into functions and classes. - We urgely need a real regression suite, and we need to model some artificial FBX files that test both realistic scenarios and edge- case permutations. |
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.. | ||
fbx | ||
gltf | ||
raw | ||
utils | ||
FBX2glTF.cpp | ||
FBX2glTF.h | ||
mathfu.hpp |