From de1df4f5320eda31045facec1a189bc8e4bf2af5 Mon Sep 17 00:00:00 2001 From: kj16609 Date: Mon, 7 Jul 2025 07:31:12 -0400 Subject: [PATCH] Fixup SceneBuilder.cpp --- .../assets/model/builders/SceneBuilder.cpp | 20 +++++++++---------- 1 file changed, 10 insertions(+), 10 deletions(-) diff --git a/src/engine/assets/model/builders/SceneBuilder.cpp b/src/engine/assets/model/builders/SceneBuilder.cpp index 66f8014..ce7c648 100644 --- a/src/engine/assets/model/builders/SceneBuilder.cpp +++ b/src/engine/assets/model/builders/SceneBuilder.cpp @@ -645,27 +645,27 @@ namespace fgl::engine { const auto& metallic_roughness { gltf_material.pbrMetallicRoughness }; const auto& pbr_tex_id { metallic_roughness.baseColorTexture.index }; - material->properties.pbr.color_tex = loadTexture( pbr_tex_id, root ); + material->properties.m_pbr.m_color_tex = loadTexture( pbr_tex_id, root ); material->properties.m_pbr.m_color_factors = { metallic_roughness.baseColorFactor[ 0 ], metallic_roughness.baseColorFactor[ 1 ], metallic_roughness.baseColorFactor[ 2 ], metallic_roughness.baseColorFactor[ 3 ] }; - material->properties.pbr.metallic_roughness_tex = + material->properties.m_pbr.m_metallic_roughness_tex = loadTexture( metallic_roughness.metallicRoughnessTexture.index, root ); - material->properties.pbr.metallic_factor = metallic_roughness.metallicFactor; - material->properties.pbr.roughness_factor = metallic_roughness.roughnessFactor; + material->properties.m_pbr.m_metallic_factor = metallic_roughness.metallicFactor; + material->properties.m_pbr.m_roughness_factor = metallic_roughness.roughnessFactor; } - material->properties.normal.texture = loadTexture( gltf_material.normalTexture.index, root ); - material->properties.normal.scale = gltf_material.normalTexture.scale; + material->properties.m_normal.m_texture = loadTexture( gltf_material.normalTexture.index, root ); + material->properties.m_normal.m_scale = gltf_material.normalTexture.scale; - material->properties.occlusion.texture = loadTexture( gltf_material.occlusionTexture.index, root ); - material->properties.occlusion.strength = gltf_material.occlusionTexture.strength; + material->properties.m_occlusion.m_texture = loadTexture( gltf_material.occlusionTexture.index, root ); + material->properties.m_occlusion.m_strength = gltf_material.occlusionTexture.strength; - material->properties.emissive.texture = loadTexture( gltf_material.emissiveTexture.index, root ); - material->properties.emissive.factors = convertToVec3( gltf_material.emissiveFactor ); + material->properties.m_emissive.m_texture = loadTexture( gltf_material.emissiveTexture.index, root ); + material->properties.m_emissive.m_factors = convertToVec3( gltf_material.emissiveFactor ); material->update();