fix: material color won't be loaded if there's no texture for that material (#2298)

This commit is contained in:
Roy Qu
2022-01-21 19:52:07 +08:00
committed by GitHub
parent dfac74ffa7
commit 45ef46c5e8

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@@ -4692,13 +4692,12 @@ static Model LoadGLTF(const char *fileName)
model.materials[j].maps[MATERIAL_MAP_ALBEDO].texture = LoadTextureFromImage(imAlbedo);
UnloadImage(imAlbedo);
}
}
// Load base color factor (tint)
model.materials[j].maps[MATERIAL_MAP_ALBEDO].color.r = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[0]*255);
model.materials[j].maps[MATERIAL_MAP_ALBEDO].color.g = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[1]*255);
model.materials[j].maps[MATERIAL_MAP_ALBEDO].color.b = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[2]*255);
model.materials[j].maps[MATERIAL_MAP_ALBEDO].color.a = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[3]*255);
}
// Load metallic/roughness texture
if (data->materials[i].pbr_metallic_roughness.metallic_roughness_texture.texture)