Fix the channels gltf importer uses for metallic and AO textures.

Khronos blender gltf exporter uses red channel for occlusion and blue channel for metallic, whereas the current behavior is the opposite.

Fixes #10700.
This commit is contained in:
Ferenc Arn 2017-08-28 15:09:47 -04:00
parent d664469ec7
commit 609ef89362

View file

@ -1216,7 +1216,7 @@ Error EditorSceneImporterGLTF::_parse_materials(GLTFState &state) {
if (bct.has("index")) {
Ref<Texture> t = _get_texture(state, bct["index"]);
material->set_texture(SpatialMaterial::TEXTURE_METALLIC, t);
material->set_metallic_texture_channel(SpatialMaterial::TEXTURE_CHANNEL_RED);
material->set_metallic_texture_channel(SpatialMaterial::TEXTURE_CHANNEL_BLUE);
material->set_texture(SpatialMaterial::TEXTURE_ROUGHNESS, t);
material->set_roughness_texture_channel(SpatialMaterial::TEXTURE_CHANNEL_GREEN);
if (!mr.has("metallicFactor")) {
@ -1243,6 +1243,7 @@ Error EditorSceneImporterGLTF::_parse_materials(GLTFState &state) {
Dictionary bct = d["occlusionTexture"];
if (bct.has("index")) {
material->set_texture(SpatialMaterial::TEXTURE_AMBIENT_OCCLUSION, _get_texture(state, bct["index"]));
material->set_ao_texture_channel(SpatialMaterial::TEXTURE_CHANNEL_RED);
material->set_feature(SpatialMaterial::FEATURE_AMBIENT_OCCLUSION, true);
}
}