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@@ -196,11 +196,11 @@ bool Q3Shader::LoadShader(ShaderData &fill, const std::string &pFile, IOSystem *
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// 'cull' specifies culling behaviour for the model
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else if (TokenMatchI(buff, "cull", 4)) {
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SkipSpaces(&buff);
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- if (!ASSIMP_strincmp(buff, "back", 4)) {
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+ if (!ASSIMP_strincmp(buff, "back", 4)) { // render face's backside, does not function in Q3 engine (bug)
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curData->cull = Q3Shader::CULL_CCW;
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- } else if (!ASSIMP_strincmp(buff, "front", 5)) {
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+ } else if (!ASSIMP_strincmp(buff, "front", 5)) { // is not valid keyword in Q3, but occurs in shaders
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curData->cull = Q3Shader::CULL_CW;
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- } else if (!ASSIMP_strincmp(buff, "none", 4) || !ASSIMP_strincmp(buff, "disable", 7)) {
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+ } else if (!ASSIMP_strincmp(buff, "none", 4) || !ASSIMP_strincmp(buff, "twosided", 8) || !ASSIMP_strincmp(buff, "disable", 7)) {
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curData->cull = Q3Shader::CULL_NONE;
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} else {
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ASSIMP_LOG_ERROR("Q3Shader: Unrecognized cull mode");
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@@ -986,8 +986,8 @@ void MD3Importer::InternReadFile(const std::string &pFile, aiScene *pScene, IOSy
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pcMesh->mTextureCoords[0][iCurrent].x = pcUVs[index].U;
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pcMesh->mTextureCoords[0][iCurrent].y = 1.0f - pcUVs[index].V;
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}
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- // Flip face order if necessary
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- if (!shader || shader->cull == Q3Shader::CULL_CW) {
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+ // Flip face order normally, unless shader is backfacing
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+ if (!(shader && shader->cull == Q3Shader::CULL_CCW)) {
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std::swap(pcMesh->mFaces[i].mIndices[2], pcMesh->mFaces[i].mIndices[1]);
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}
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++pcTriangles;
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