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Hi! Noticed that mesh's material name contains only "Obj0" instead of real material name, as "coolSong".
I'm trying to get the materials names with this code:
Name replaced with it's second part after a "~" char and looks after it like "Obj1"
So, name after translate() is looks like: "coolSongObj1";
And after applyMaterial() it changes for "Obj1" (because used part after the "" char - decomposeID[1]);
But in this case material name is erased at all, leaving just the mesh name I guess =(
Why not to use the decomposeID[0] instead of decomposeID[1] to leave the material name only (erasing the mesh name) or leave the whole name "coolSong~Obj1"?
The text was updated successfully, but these errors were encountered:
Hi! Noticed that mesh's material name contains only "Obj0" instead of real material name, as "coolSong".
I'm trying to get the materials names with this code:
I debugged names resolving process a bit and figured out some strange behavior in the OBJParser:
In the away3d.loaders.parsers.OBJParser:
https://github.com/away3d/away3d-core-broomstick/blob/master/src/away3d/loaders/parsers/OBJParser.as
In the method translate(), this code:
generates material names like "coolSong~Obj1".
And after it, at the applyMaterial() method:
Name replaced with it's second part after a "~" char and looks after it like "Obj1"
So, name after translate() is looks like: "coolSong
Obj1";" char - decomposeID[1]);And after applyMaterial() it changes for "Obj1" (because used part after the "
But in this case material name is erased at all, leaving just the mesh name I guess =(
Why not to use the
decomposeID[0]
instead ofdecomposeID[1]
to leave the material name only (erasing the mesh name) or leave the whole name "coolSong~Obj1"?The text was updated successfully, but these errors were encountered: