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@@ -153,8 +153,8 @@ void STLImporter::InternReadFile( const std::string& pFile,
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this->pScene = pScene;
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this->mBuffer = &mBuffer2[0];
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- // the default vertex color is white
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- clrColorDefault.r = clrColorDefault.g = clrColorDefault.b = clrColorDefault.a = 1.0f;
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+ // the default vertex color is light gray.
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+ clrColorDefault.r = clrColorDefault.g = clrColorDefault.b = clrColorDefault.a = 0.6f;
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// allocate one mesh
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pScene->mNumMeshes = 1;
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@@ -189,13 +189,14 @@ void STLImporter::InternReadFile( const std::string& pFile,
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}
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}
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- // create a single default material - everything white, as we have vertex colors
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+ // create a single default material, using a light gray diffuse color for consistency with
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+ // other geometric types (e.g., PLY).
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aiMaterial* pcMat = new aiMaterial();
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aiString s;
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s.Set(AI_DEFAULT_MATERIAL_NAME);
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pcMat->AddProperty(&s, AI_MATKEY_NAME);
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- aiColor4D clrDiffuse(1.0f,1.0f,1.0f,1.0f);
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+ aiColor4D clrDiffuse(0.6f,0.6f,0.6f,1.0f);
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if (bMatClr) {
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clrDiffuse = clrColorDefault;
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}
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