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Only generate UV2 if enabled

Josh Engebretson 8 år sedan
förälder
incheckning
31d03cba0d

+ 2 - 1
Resources/CoreData/Shaders/HLSL/Transform.hlsl

@@ -22,10 +22,12 @@ float2 GetTexCoord(float2 iTexCoord)
 };
 };
 
 
 // ATOMIC BEGIN
 // ATOMIC BEGIN
+#ifndef SKINNED
 float2 GetLightMapTexCoord(float2 texCoord)
 float2 GetLightMapTexCoord(float2 texCoord)
 {
 {
     return float2(texCoord.x * cLMOffset.x + cLMOffset.z, texCoord.y * cLMOffset.y + cLMOffset.w);
     return float2(texCoord.x * cLMOffset.x + cLMOffset.z, texCoord.y * cLMOffset.y + cLMOffset.w);
 }
 }
+#endif
 // ATOMIC END
 // ATOMIC END
 
 
 float4 GetClipPos(float3 worldPos)
 float4 GetClipPos(float3 worldPos)
@@ -169,4 +171,3 @@ float3 GetTrailNormal(float4 iPos, float3 iParentPos, float3 iForward)
 #endif
 #endif
 
 
 #endif
 #endif
-

+ 6 - 3
Source/ToolCore/Import/OpenAssetImporter.cpp

@@ -567,10 +567,13 @@ bool OpenAssetImporter::BuildAndSaveModel(OutModel& model)
             outModel->SetGeometryBoneMappings(allBoneMappings);
             outModel->SetGeometryBoneMappings(allBoneMappings);
     }
     }
 
 
-    if (!GenerateLightmapUV(outModel))
+    if (genLightmapUV_)
     {
     {
-        errorMessage_ = "Failed to generate lightmap UV " + model.outName_;
-        return false;
+        if (!GenerateLightmapUV(outModel))
+        {
+            errorMessage_ = "Failed to generate lightmap UV " + model.outName_;
+            return false;
+        }
     }
     }
 
 
     File outFile(context_);
     File outFile(context_);