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Changes default winding order to be CCW.

OTHGMars 6 years ago
parent
commit
bd486bab66

+ 1 - 1
Engine/source/ts/assimp/assimpShapeLoader.cpp

@@ -151,7 +151,7 @@ void AssimpShapeLoader::enumerateScene()
    if(Con::getBoolVariable("$Assimp::FlipUVs", true))
       ppsteps |= aiProcess_FlipUVs;
 
-   if(Con::getBoolVariable("$Assimp::FlipWindingOrder", true))
+   if(Con::getBoolVariable("$Assimp::FlipWindingOrder", false))
       ppsteps |= aiProcess_FlipWindingOrder;
 
    if(Con::getBoolVariable("$Assimp::Triangulate", true))

+ 0 - 3
Templates/BaseGame/game/tools/gui/assimpImport.ed.gui

@@ -655,9 +655,6 @@ function AssimpImportDlg::showDialog(%this, %shapePath, %cmd)
    //Triangulate is a default(currently mandatory) behavior
    $Assimp::Triangulate = true;
 
-   //FlipWindingOrder assimp uses ccw, t3d uses cw. Is there any reason to expose this?
-   $Assimp::FlipWindingOrder = true;
-
    // $Assimp::FlipUVs will be needed for virtually all textured models
    $Assimp::FlipUVs = true;
 

+ 0 - 3
Templates/Full/game/tools/gui/assimpImport.ed.gui

@@ -655,9 +655,6 @@ function AssimpImportDlg::showDialog(%this, %shapePath, %cmd)
    //Triangulate is a default(currently mandatory) behavior
    $Assimp::Triangulate = true;
 
-   //FlipWindingOrder assimp uses ccw, t3d uses cw. Is there any reason to expose this?
-   $Assimp::FlipWindingOrder = true;
-
    // $Assimp::FlipUVs will be needed for virtually all textured models
    $Assimp::FlipUVs = true;