getFloatValue( m_pModel->m_pCurrentMaterial->alpha );
m_DataIt = skipLine<DataArrayIt>( m_DataIt, m_DataItEnd, m_uiLine );
}
- }width * height * 4
+ }
break;
case 'N':
// New Material created
m_pModel->m_pCurrentMaterial = new ObjFile::Material();
m_pModel->m_pCurrentMaterial->MaterialName.Set( name );
- if (m_pModel->m_pCurrentMesh)
- m_pModel->m_pCurrentMesh->m_uiMaterialIndex = m_pModel->m_MaterialLib.size();
+ if (m_pModel->m_pCurrentMesh) {
+ m_pModel->m_pCurrentMesh->m_uiMaterialIndex = m_pModel->m_MaterialLib.size() - 1;
+ }
m_pModel->m_MaterialLib.push_back( name );
m_pModel->m_MaterialMap[ name ] = m_pModel->m_pCurrentMaterial;
} else {