Mercurial > games > semicongine
changeset 354:b87dd3eaa9bd
add: consider multiple materials when loading gltf
author | Sam <sam@basx.dev> |
---|---|
date | Wed, 20 Sep 2023 22:52:46 +0700 |
parents | 61c5d5fe9d93 |
children | 26b29ca448fc |
files | src/semicongine/resources/mesh.nim |
diffstat | 1 files changed, 2 insertions(+), 2 deletions(-) [+] |
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--- a/src/semicongine/resources/mesh.nim Wed Sep 20 22:35:04 2023 +0700 +++ b/src/semicongine/resources/mesh.nim Wed Sep 20 22:52:46 2023 +0700 @@ -227,9 +227,9 @@ # but or current mesh/rendering implementation is only designed for a single material # currently this is usually handled by adding the values as shader globals # TODO: this is bad - mesh[].materials = @[material] + mesh[].materials.add material else: - mesh[].materials = @[DEFAULT_MATERIAL] + mesh[].materials.add DEFAULT_MATERIAL if primitiveNode.hasKey("indices"): assert mesh[].indexType != None