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@@ -655,7 +655,7 @@ bool glTF2Exporter::GetMatSpecGloss(const aiMaterial &mat, glTF2::PbrSpecularGlo
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// Add any appropriate textures
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GetMatTex(mat, pbrSG.specularGlossinessTexture, aiTextureType_SPECULAR);
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- result == result || pbrSG.specularGlossinessTexture.texture;
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+ result = result || pbrSG.specularGlossinessTexture.texture;
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if (result) {
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// Likely to always have diffuse
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