Hi Michael, hi all,
I spotted a strange line in fbxMaterialToOsgStateSet.cpp :
result.opacityFactor = pFbxPhong->GetTransparencyFactor().Get();
Which says the opacity map (if present) will be affected an "opacity". But what
is retreived from FBX is the "transparency", not the opacity. I guess the line
should be:
result.opacityFactor = 1.0 - pFbxPhong->GetTransparencyFactor().Get();
But I'm not 100% sure. However, this solves the display of some models I got :)
Can anyone confirm (or not)?
Thanks.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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