Adam Beili 2 年之前
父節點
當前提交
8ac0af5c58
共有 3 個文件被更改,包括 3 次插入3 次删除
  1. 1 1
      code/AssetLib/glTF2/glTF2Asset.inl
  2. 1 1
      code/AssetLib/glTF2/glTF2AssetWriter.inl
  3. 1 1
      test/unit/utglTF2ImportExport.cpp

+ 1 - 1
code/AssetLib/glTF2/glTF2Asset.inl

@@ -1236,7 +1236,7 @@ inline void Material::Read(Value &material, Asset &r) {
     ReadMember(material, "alphaCutoff", this->alphaCutoff);
     ReadMember(material, "alphaCutoff", this->alphaCutoff);
 
 
     if (Value *extensions = FindObject(material, "extensions")) {
     if (Value *extensions = FindObject(material, "extensions")) {
-        if (r.extensionsUsed.KHR_materials_pbrSpecularGlossiness) {  //TODO: Maybe ignore this if KHR_materials_specular is also defined
+        if (r.extensionsUsed.KHR_materials_pbrSpecularGlossiness) { 
             if (Value *curPbrSpecularGlossiness = FindObject(*extensions, "KHR_materials_pbrSpecularGlossiness")) {
             if (Value *curPbrSpecularGlossiness = FindObject(*extensions, "KHR_materials_pbrSpecularGlossiness")) {
                 PbrSpecularGlossiness pbrSG;
                 PbrSpecularGlossiness pbrSG;
 
 

+ 1 - 1
code/AssetLib/glTF2/glTF2AssetWriter.inl

@@ -424,7 +424,7 @@ namespace glTF2 {
 
 
             MaterialSpecular &specular = m.materialSpecular.value;
             MaterialSpecular &specular = m.materialSpecular.value;
 
 
-            if (specular.specularFactor != 0.f) {
+            if (specular.specularFactor != 0.0f) {
                 WriteFloat(materialSpecular, specular.specularFactor, "specularFactor", w.mAl);
                 WriteFloat(materialSpecular, specular.specularFactor, "specularFactor", w.mAl);
                 WriteTex(materialSpecular, specular.specularTexture, "specularTexture", w.mAl);
                 WriteTex(materialSpecular, specular.specularTexture, "specularTexture", w.mAl);
             }
             }

+ 1 - 1
test/unit/utglTF2ImportExport.cpp

@@ -221,7 +221,7 @@ TEST_F(utglTF2ImportExport, importglTF2AndExport_KHR_materials_pbrSpecularGlossi
     EXPECT_NE(nullptr, scene);
     EXPECT_NE(nullptr, scene);
     // Export
     // Export
     ExportProperties props;
     ExportProperties props;
-    props.SetPropertyBool(, true);
+    props.SetPropertyBool(AI_CONFIG_USE_GLTF_PBR_SPECULAR_GLOSSINESS, true);
     EXPECT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "glb2", ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF-pbrSpecularGlossiness/BoxTextured_out.glb", 0, &props));
     EXPECT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "glb2", ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF-pbrSpecularGlossiness/BoxTextured_out.glb", 0, &props));
 
 
     // And re-import
     // And re-import