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Fix loading lightmaps from gltf / glb meshes #630
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Signed-off-by: Ian Chen <[email protected]>
ahcorde
requested changes
Aug 30, 2024
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just some nits, otherwise LGTM
Signed-off-by: Ian Chen <[email protected]>
iche033
changed the title
Fix loading lightmaps from gltf meshes
Fix loading lightmaps from gltf / glb meshes
Sep 5, 2024
Some tests in UNIT_AssimpLoader_TEST on hombrew are failing. I noticed that they are failing in |
ahcorde
approved these changes
Sep 5, 2024
Fixed homebrew CI in #634 |
Crola1702
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Signed-off-by: Ian Chen <[email protected]>
iche033
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Signed-off-by: Ian Chen <[email protected]>
ahcorde
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Signed-off-by: Ian Chen <[email protected]>
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🦟 Bug fix
Summary
Fix loading gltf / glb mesh files with lightmaps. Needed by the Ionic demo world.
Currently the lightmap is ignored if there's a combined roughness + metalness texture. This PR fixes the problem by loading the lightmap (ambient occlusion data) from the roughness + metalness texture.
Tested with a few gltf sample models (water bottle, barramundi fish, damaged helmet)
Here are screenshots of the BarramundiFish before (left) and after (right) the change. I removed the albedo map to better visualize the effect of the lightmap:
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