FBX2glTF/src
Par Winzell 1f21a50cc9 Fix the previous fixes.
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.
2019-03-29 19:56:33 -07:00
..
fbx Identify materials by unique ID, not name. 2019-02-24 19:32:13 -08:00
gltf Fix the previous fixes. 2019-03-29 19:56:33 -07:00
raw Identify materials by unique ID, not name. 2019-02-24 19:32:13 -08:00
utils Apply clang-format to all our source. (#149) 2018-12-18 23:30:29 -08:00
FBX2glTF.cpp Fix typo (#167) 2019-03-11 12:45:38 -07:00
FBX2glTF.h Switch from CXXOPTS to CLI11. (#148) 2018-12-17 16:13:53 -08:00
mathfu.hpp Apply clang-format to all our source. (#149) 2018-12-18 23:30:29 -08:00