|
@@ -105,7 +105,7 @@ FBXConverter::FBXConverter(aiScene *out, const Document &doc, bool removeEmptyBo
|
|
|
// The idea here is to traverse all objects to find these Textures and convert them,
|
|
|
// so later during material conversion it will find converted texture in the textures_converted array.
|
|
|
if (doc.Settings().readTextures) {
|
|
|
- ConvertOrphantEmbeddedTextures();
|
|
|
+ ConvertOrphanedEmbeddedTextures();
|
|
|
}
|
|
|
ConvertRootNode();
|
|
|
|
|
@@ -3467,7 +3467,7 @@ void FBXConverter::TransferDataToScene() {
|
|
|
}
|
|
|
}
|
|
|
|
|
|
-void FBXConverter::ConvertOrphantEmbeddedTextures() {
|
|
|
+void FBXConverter::ConvertOrphanedEmbeddedTextures() {
|
|
|
// in C++14 it could be:
|
|
|
// for (auto&& [id, object] : objects)
|
|
|
for (auto &&id_and_object : doc.Objects()) {
|