diff --git a/Engine/source/ts/assimp/assimpShapeLoader.cpp b/Engine/source/ts/assimp/assimpShapeLoader.cpp index 68ea7e71e..f0e543704 100644 --- a/Engine/source/ts/assimp/assimpShapeLoader.cpp +++ b/Engine/source/ts/assimp/assimpShapeLoader.cpp @@ -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)) diff --git a/Templates/BaseGame/game/tools/gui/assimpImport.ed.gui b/Templates/BaseGame/game/tools/gui/assimpImport.ed.gui index 5556e1c4c..9daa7a91e 100644 --- a/Templates/BaseGame/game/tools/gui/assimpImport.ed.gui +++ b/Templates/BaseGame/game/tools/gui/assimpImport.ed.gui @@ -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; diff --git a/Templates/Full/game/tools/gui/assimpImport.ed.gui b/Templates/Full/game/tools/gui/assimpImport.ed.gui index 5556e1c4c..9daa7a91e 100644 --- a/Templates/Full/game/tools/gui/assimpImport.ed.gui +++ b/Templates/Full/game/tools/gui/assimpImport.ed.gui @@ -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;