Changes default winding order to be CCW.

This commit is contained in:
OTHGMars 2019-04-15 23:04:47 -04:00
parent f0ccd8d079
commit bd486bab66
3 changed files with 1 additions and 7 deletions

View file

@ -151,7 +151,7 @@ void AssimpShapeLoader::enumerateScene()
if(Con::getBoolVariable("$Assimp::FlipUVs", true))
ppsteps |= aiProcess_FlipUVs;
if(Con::getBoolVariable("$Assimp::FlipWindingOrder", true))
if(Con::getBoolVariable("$Assimp::FlipWindingOrder", false))
ppsteps |= aiProcess_FlipWindingOrder;
if(Con::getBoolVariable("$Assimp::Triangulate", true))

View file

@ -655,9 +655,6 @@ function AssimpImportDlg::showDialog(%this, %shapePath, %cmd)
//Triangulate is a default(currently mandatory) behavior
$Assimp::Triangulate = true;
//FlipWindingOrder assimp uses ccw, t3d uses cw. Is there any reason to expose this?
$Assimp::FlipWindingOrder = true;
// $Assimp::FlipUVs will be needed for virtually all textured models
$Assimp::FlipUVs = true;

View file

@ -655,9 +655,6 @@ function AssimpImportDlg::showDialog(%this, %shapePath, %cmd)
//Triangulate is a default(currently mandatory) behavior
$Assimp::Triangulate = true;
//FlipWindingOrder assimp uses ccw, t3d uses cw. Is there any reason to expose this?
$Assimp::FlipWindingOrder = true;
// $Assimp::FlipUVs will be needed for virtually all textured models
$Assimp::FlipUVs = true;