out.r = v[0]; out.g = v[1]; out.b = v[2]; out.a = v[3];
}
-static void CopyValue(const glTF2::vec4& v, aiColor3D& out)
+/*static void CopyValue(const glTF2::vec4& v, aiColor3D& out)
{
out.r = v[0]; out.g = v[1]; out.b = v[2];
-}
+}*/
static void CopyValue(const glTF2::vec3& v, aiColor4D& out)
{
inline void SetMaterialColorProperty(Asset& r, vec3& prop, aiMaterial* mat, const char* pKey, unsigned int type, unsigned int idx)
{
- vec4 prop4;
-
- prop4[0] = prop[0];
- prop4[1] = prop[1];
- prop4[2] = prop[2];
- prop4[3] = 1;
-
- return SetMaterialColorProperty(r, prop4, mat, pKey, type, idx);
+ aiColor4D col;
+ CopyValue(prop, col);
+ mat->AddProperty(&col, 1, pKey, type, idx);
}
inline void SetMaterialTextureProperty(std::vector<int>& embeddedTexIdxs, Asset& r, glTF2::TextureInfo prop, aiMaterial* mat, aiTextureType texType, unsigned int texSlot = 0)