putting the hack back to remove the post rotation for the directional light.... obviously not fixed.

--HG--
branch : nfb
This commit is contained in:
admin8onf@admin8onfs-pro.nfbonf.nfb.ca
2014-04-10 18:48:44 -07:00
parent 39fc3b21ee
commit fa71fe6041

View File

@@ -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();