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Check textures available before loading

pull/798/head
Ray 6 lat temu
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commit
21092266b5
1 zmienionych plików z 4 dodań i 4 usunięć
  1. +4
    -4
      src/models.c

+ 4
- 4
src/models.c Wyświetl plik

@ -2846,21 +2846,21 @@ static Model LoadOBJ(const char *fileName)
} tinyobj_material_t;
*/
model.materials[m].maps[MAP_DIFFUSE].texture = LoadTexture(materials[m].diffuse_texname); //char *diffuse_texname; // map_Kd
k">if (materials[m].diffuse_texname != NULL) model.materials[m].maps[MAP_DIFFUSE].texture = LoadTexture(materials[m].diffuse_texname); //char *diffuse_texname; // map_Kd
model.materials[m].maps[MAP_DIFFUSE].color = (Color){ (float)(materials[m].diffuse[0]*255.0f), (float)(materials[m].diffuse[1]*255.0f), (float)(materials[m].diffuse[2]*255.0f), 255 }; //float diffuse[3];
model.materials[m].maps[MAP_DIFFUSE].value = 0.0f;
model.materials[m].maps[MAP_SPECULAR].texture = LoadTexture(materials[m].specular_texname); //char *specular_texname; // map_Ks
k">if (materials[m].specular_texname != NULL) model.materials[m].maps[MAP_SPECULAR].texture = LoadTexture(materials[m].specular_texname); //char *specular_texname; // map_Ks
model.materials[m].maps[MAP_SPECULAR].color = (Color){ (float)(materials[m].specular[0]*255.0f), (float)(materials[m].specular[1]*255.0f), (float)(materials[m].specular[2]*255.0f), 255 }; //float specular[3];
model.materials[m].maps[MAP_SPECULAR].value = 0.0f;
model.materials[m].maps[MAP_NORMAL].texture = LoadTexture(materials[m].bump_texname); //char *bump_texname; // map_bump, bump
k">if (materials[m].bump_texname != NULL) model.materials[m].maps[MAP_NORMAL].texture = LoadTexture(materials[m].bump_texname); //char *bump_texname; // map_bump, bump
model.materials[m].maps[MAP_NORMAL].color = WHITE;
model.materials[m].maps[MAP_NORMAL].value = materials[m].shininess;
model.materials[m].maps[MAP_EMISSION].color = (Color){ (float)(materials[m].emission[0]*255.0f), (float)(materials[m].emission[1]*255.0f), (float)(materials[m].emission[2]*255.0f), 255 }; //float emission[3];
model.materials[m].maps[MAP_HEIGHT].texture = LoadTexture(materials[m].displacement_texname); //char *displacement_texname; // disp
k">if (materials[m].displacement_texname != NULL) model.materials[m].maps[MAP_HEIGHT].texture = LoadTexture(materials[m].displacement_texname); //char *displacement_texname; // disp
}
tinyobj_attrib_free(&attrib);

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