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AssimpImporter: populate right texture indices #66
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Hahah guess what -- I just pushed the same fix, twenty minutes ago. I wonder how did this happen, am I your evil twin? :D |
Hhaha, should I already be scared? 8) |
No, seriously, are we working on the same projects? :D Because your other bugfix, few days ago, got reported to me recently as well and there I could say "oh, it got just fixed, pull latest master". |
Heh, in any case, it is nice that it is already fixed, thank you for your titanic work) Sorry for off-topic, have you plan to do something with this:
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The fixes I'm doing are for various 3D-scanned datasets used by AI Habitat and I guess that's where we overlap :)
Not a problem -- I actually wanted to propose that next time you discover some bug or missing feature in the Assimp importer, let me know before you start implementing. In case I'm already on it, it'll save you time, if I'm not yet, then you'll save time me :) Multiple meshes per node -- I did a similar fix for TinyGltfImporter some time ago in da58734, and I think it could be done very similarly here -- see the overview here. I did it this way to have animations attached to particular nodes still work properly, inserting dummy children would break those. |
Ok, thank you! |
Ambient/diffuse/specular texture indices are not populated in the current version. They are always 0 even a material has several textures or a model has several materials.