PLY loader now works with files which use "st" instead of "uv" for texture coordinates. Thanks @JLouisB for patch.
This fixes loading from files generated by Blender or Assimp. Forum: http://irrlicht.sourceforge.net/forum/viewtopic.php?f=9&t=52261 git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@5609 dfc29bdd-3216-0410-991c-e03cc46cb475master
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@ -1,5 +1,6 @@
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Changes in 1.9 (not yet released)
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- PLY loader now works with files which use "st" instead of "uv" for texture coordinates (like generated from Blender or Assimp). Thanks @JLouisB for patch (http://irrlicht.sourceforge.net/forum/viewtopic.php?f=9&t=52261)
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- STL writer does now also write binary files when EMWF_WRITE_BINARY flag is used. Based on patch from JLouisB. (Forum: http://irrlicht.sourceforge.net/forum/viewtopic.php?f=9&t=52261)
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(EMWF_WRITE_COMPRESSED also still works for downward compatibility)
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- Improved PLY exporter. Thanks for Patch from JLouisB. (Forum: http://irrlicht.sourceforge.net/forum/viewtopic.php?f=9&t=52261):
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@ -324,9 +324,10 @@ bool CPLYMeshFileLoader::readVertex(const SPLYElement &Element, scene::CDynamicM
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vert.Normal.Y = getFloat(t);
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result=true;
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}
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else if (Element.Properties[i].Name == "u")
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// there isn't a single convention for the UV, some software like Blender or Assimp uses "st" instead of "uv"
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else if (Element.Properties[i].Name == "u" || Element.Properties[i].Name == "s")
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vert.TCoords.X = getFloat(t);
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else if (Element.Properties[i].Name == "v")
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else if (Element.Properties[i].Name == "v" || Element.Properties[i].Name == "t")
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vert.TCoords.Y = getFloat(t);
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else if (Element.Properties[i].Name == "red")
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{
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