mOutput << startstr << "<polylist count=\"" << countPoly << "\" material=\"defaultMaterial\">" << endstr;
PushTag();
mOutput << startstr << "<input offset=\"0\" semantic=\"VERTEX\" source=\"#" << idstrEscaped << "-vertices\" />" << endstr;
+ for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a )
+ {
+ if( mesh->HasTextureCoords( a) )
+ mOutput << startstr << "<input offset=\"0\" semantic=\"TEXCOORD\" source=\"#" << idstrEscaped << "-tex" << a << "\" set=\"" << a << "\" />" << endstr;
+ }
mOutput << startstr << "<vcount>";
for( size_t a = 0; a < mesh->mNumFaces; ++a )
PushTag();
mOutput << startstr << "<technique_common>" << endstr;
PushTag();
- mOutput << startstr << "<instance_material symbol=\"defaultMaterial\" target=\"#" << XMLEscape(materials[mesh->mMaterialIndex].name) << "\" />" << endstr;
- PopTag();
+ mOutput << startstr << "<instance_material symbol=\"defaultMaterial\" target=\"#" << XMLEscape(materials[mesh->mMaterialIndex].name) << "\">" << endstr;
+ PushTag();
+ for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a )
+ {
+ if( mesh->HasTextureCoords( a) )
+ // semantic as in <texture texcoord=...>
+ // input_semantic as in <input semantic=...>
+ // input_set as in <input set=...>
+ mOutput << startstr << "<bind_vertex_input semantic=\"CHANNEL" << a << "\" input_semantic=\"TEXCOORD\" input_set=\"" << a << "\"/>" << endstr;
+ }
+ PopTag();
+ mOutput << startstr << "</instance_material>" << endstr;
+ PopTag();
mOutput << startstr << "</technique_common>" << endstr;
PopTag();
mOutput << startstr << "</bind_material>" << endstr;