Instead of removing post rotation completely, setting the Directional light to return KRVector3::Up()
--HG-- branch : nfb
This commit is contained in:
@@ -35,7 +35,7 @@ KRVector3 KRDirectionalLight::getWorldLightDirection() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
KRVector3 KRDirectionalLight::getLocalLightDirection() {
|
KRVector3 KRDirectionalLight::getLocalLightDirection() {
|
||||||
return KRVector3::Forward();
|
return KRVector3::Up(); //&KRF HACK changed from KRVector3::Forward(); - to compensate for the way Maya handles post rotation.
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@@ -926,7 +926,7 @@ void LoadNode(FbxScene* pFbxScene, KRNode *parent_node, FbxGeometryConverter *pG
|
|||||||
KRVector3 node_pre_rotation, node_post_rotation;
|
KRVector3 node_pre_rotation, node_post_rotation;
|
||||||
if(rotation_active) {
|
if(rotation_active) {
|
||||||
node_pre_rotation = KRVector3(pre_rotation[0], pre_rotation[1], pre_rotation[2]) / 180.0 * M_PI;
|
node_pre_rotation = KRVector3(pre_rotation[0], pre_rotation[1], pre_rotation[2]) / 180.0 * M_PI;
|
||||||
//node_post_rotation = KRVector3(post_rotation[0], post_rotation[1], post_rotation[2]) / 180.0 * M_PI;
|
node_post_rotation = KRVector3(post_rotation[0], post_rotation[1], post_rotation[2]) / 180.0 * M_PI;
|
||||||
//&KRF HACK removing this line (above) to prevent the post rotation from corrupting the default light values; the FBX is importing a post rotation and setting it to -90 degrees
|
//&KRF HACK removing this line (above) to prevent the post rotation from corrupting the default light values; the FBX is importing a post rotation and setting it to -90 degrees
|
||||||
} else {
|
} else {
|
||||||
node_pre_rotation = KRVector3::Zero();
|
node_pre_rotation = KRVector3::Zero();
|
||||||
|
|||||||
Reference in New Issue
Block a user