A minor hack to prevent the Directional light from incorrectly inheriting the Post_rotation from the FBX scene. (if we can figure out where the post rotation is exported from, the hack can be removed)

--HG--
branch : nfb
This commit is contained in:
admin8onf@admin8onfs-pro.nfbonf.nfb.ca
2014-03-17 23:47:18 -07:00
parent a70df621b2
commit e595979957

View File

@@ -926,7 +926,8 @@ void LoadNode(FbxScene* pFbxScene, KRNode *parent_node, FbxGeometryConverter *pG
KRVector3 node_pre_rotation, node_post_rotation;
if(rotation_active) {
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
} else {
node_pre_rotation = KRVector3::Zero();
node_post_rotation = KRVector3::Zero();