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I've been trying to load an fbx with multiple UV channels, but had no success. After checking everything on the designer's side (export settings, etc) I've found the problem in AssetImportKit's side.
It seems that when creating SCNGeometrysources, in the makeTextureGeometrySource method, the code iterates all aiMesh.mTextureCoords but only looks for the first result, as seen here:
for aiMesh in aiMeshes {
if let textureCoordinates = aiMesh.mTextureCoords.0 {
//Process data
}
}
The code should correctly process every channel provided by Assimp (8 max, AFAIK).
I hope this gets fixed soon! :D
The text was updated successfully, but these errors were encountered:
I don't have a model with multiple UV channels anymore :
Any model with multiple UV channels from turbosquid or similar websites should do the trick. Anyway, I'll try to contact our designer to ask for a simple model. Thanks for your time @eugenebokhan :)
Hi!
I've been trying to load an fbx with multiple UV channels, but had no success. After checking everything on the designer's side (export settings, etc) I've found the problem in AssetImportKit's side.
It seems that when creating SCNGeometrysources, in the
makeTextureGeometrySource
method, the code iterates allaiMesh.mTextureCoords
but only looks for the first result, as seen here:The code should correctly process every channel provided by Assimp (8 max, AFAIK).
I hope this gets fixed soon! :D
The text was updated successfully, but these errors were encountered: