be lenient when texturing objects without texture coordinates
parent
781006c968
commit
b4f4bf55f7
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@ -252,6 +252,7 @@ void TriMesh::configure() {
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for (size_t i=0; i<m_vertexCount; i++)
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m_bsphere.expandBy(m_positions[i]);
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computeNormals();
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if ((m_bsdf->getType() & BSDF::EAnisotropicMaterial
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|| m_bsdf->usesRayDifferentials()) && !m_tangents)
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computeTangentSpaceBasis();
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@ -337,7 +338,7 @@ void TriMesh::computeNormals() {
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void TriMesh::computeTangentSpaceBasis() {
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int zeroArea = 0, zeroNormals = 0;
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if (!m_texcoords)
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if (!m_texcoords && m_bsdf->getType() & BSDF::EAnisotropicMaterial)
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Log(EError, "\"%s\": computeTangentSpace(): texture coordinates are required "
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"to generate tangent vectors. If you want to render with an anisotropic "
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"material, make sure that all assigned objects have texture coordinates.");
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@ -359,6 +360,11 @@ void TriMesh::computeTangentSpaceBasis() {
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}
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sharers[i] = 0;
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}
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if (!m_texcoords) {
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delete [] sharers;
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return;
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}
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for (size_t i=0; i<m_triangleCount; i++) {
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uint32_t idx0 = m_triangles[i].idx[0],
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