putting the hack back to remove the post rotation for the directional light.... obviously not fixed.
--HG-- branch : nfb
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@@ -926,7 +926,7 @@ void LoadNode(FbxScene* pFbxScene, KRNode *parent_node, FbxGeometryConverter *pG
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KRVector3 node_pre_rotation, node_post_rotation;
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if(rotation_active) {
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node_pre_rotation = KRVector3(pre_rotation[0], pre_rotation[1], pre_rotation[2]) / 180.0 * M_PI;
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node_post_rotation = KRVector3(post_rotation[0], post_rotation[1], post_rotation[2]) / 180.0 * M_PI;
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//node_post_rotation = KRVector3(post_rotation[0], post_rotation[1], post_rotation[2]) / 180.0 * M_PI;
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//&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
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} else {
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node_pre_rotation = KRVector3::Zero();
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