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No need to set the rotation for the Blender lights
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parent
7166b50501
commit
b53271fc68
1 changed files with 5 additions and 2 deletions
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@ -353,7 +353,7 @@ void ResolveLight( gltfData* data, idMapEntity* newEntity, gltfNode* node )
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assert( light );
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newEntity->epairs.SetMatrix( "rotation", mat3_default );
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//newEntity->epairs.SetMatrix( "rotation", mat3_default );
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newEntity->epairs.SetVector( "_color", light->color );
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switch( gltfExt_KHR_lights_punctual::resolveType( light->type ) )
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@ -361,17 +361,20 @@ void ResolveLight( gltfData* data, idMapEntity* newEntity, gltfNode* node )
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default:
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common->Warning( "Unsupported Light Type" );
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break;
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case gltfExt_KHR_lights_punctual::Directional:
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{
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common->Warning( "KHR_lights_punctual::Directional not implemented" );
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break;
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}
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case gltfExt_KHR_lights_punctual::Point:
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{
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newEntity->epairs.SetVector( "light_radius", idVec3( light->range ) );
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newEntity->epairs.Set( "texture", "lights/defaultpointlight" );
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break;
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}
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case gltfExt_KHR_lights_punctual::Spot:
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{
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idMat4 entityToWorldTransform = mat4_identity;
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@ -389,6 +392,7 @@ void ResolveLight( gltfData* data, idMapEntity* newEntity, gltfNode* node )
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newEntity->epairs.Set( "texture", "lights/spot01" );
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break;
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}
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case gltfExt_KHR_lights_punctual::count:
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break;
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}
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@ -425,7 +429,6 @@ void ResolveEntity( gltfData* data, idMapEntity* newEntity, gltfNode* node )
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// gather entity transform and bring it into id Tech 4 space
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gltfData::ResolveNodeMatrix( node );
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// set entity transform in a way the game and physics code understand it
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idVec3 origin = blenderToDoomTransform * node->translation;
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newEntity->epairs.SetVector( "origin", origin );
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