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https://github.com/aelurum/AssetStudio.git
synced 2025-07-18 03:24:15 -04:00
small improved
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@ -455,7 +455,7 @@ namespace AssetStudio
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Color4 ambient = mat->Ambient;
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Color4 emissive = mat->Emissive;
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Color4 specular = mat->Specular;
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float specularPower = mat->Power;
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Color4 reflection = mat->Reflection;
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pMat = FbxSurfacePhong::Create(pScene, pMatName);
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pMat->Diffuse.Set(FbxDouble3(diffuse.Red, diffuse.Green, diffuse.Blue));
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pMat->DiffuseFactor.Set(FbxDouble(diffuse.Alpha));
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@ -465,9 +465,11 @@ namespace AssetStudio
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pMat->EmissiveFactor.Set(FbxDouble(emissive.Alpha));
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pMat->Specular.Set(FbxDouble3(specular.Red, specular.Green, specular.Blue));
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pMat->SpecularFactor.Set(FbxDouble(specular.Alpha));
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pMat->Shininess.Set(specularPower);
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pMat->Reflection.Set(FbxDouble3(reflection.Red, reflection.Green, reflection.Blue));
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pMat->ReflectionFactor.Set(FbxDouble(reflection.Alpha));
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pMat->Shininess.Set(FbxDouble(mat->Shininess));
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pMat->TransparencyFactor.Set(FbxDouble(mat->Transparency));
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pMat->ShadingModel.Set(lShadingName);
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foundMat = pMaterials->GetCount();
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pMaterials->Add(pMat);
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}
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@ -488,10 +490,10 @@ namespace AssetStudio
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}
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else if (texture->Dest == 1)
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{
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FbxFileTexture* pTextureEmissive = ExportTexture(ImportedHelpers::FindTexture(texture->Name, imported->TextureList));
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if (pTextureEmissive != NULL)
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FbxFileTexture* pTextureNormalMap = ExportTexture(ImportedHelpers::FindTexture(texture->Name, imported->TextureList));
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if (pTextureNormalMap != NULL)
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{
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LinkTexture(texture, pTextureEmissive, pMat->Emissive);
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LinkTexture(texture, pTextureNormalMap, pMat->NormalMap);
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hasTexture = true;
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}
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}
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