if (n) p.attributes.normal.push_back(n);
for (int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
+ // Flip UV y coords
+ if (aim -> mNumUVComponents[i] > 1) {
+ for (unsigned int j = 0; j < aim->mNumVertices; ++j) {
+ aim->mTextureCoords[i][j].y = 1 - aim->mTextureCoords[i][j].y;
+ }
+ }
+
if (aim->mNumUVComponents[i] > 0) {
AttribType::Value type = (aim->mNumUVComponents[i] == 2) ? AttribType::VEC2 : AttribType::VEC3;
Ref<Accessor> tc = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mTextureCoords[i], AttribType::VEC3, type, ComponentType_FLOAT, true);