Material files have been known to use Ns values (Shininess) values in the range
of 0-1000. The
Wave front loader cleanly passes the value into openGL which uses a 0-128 value
limit on this
data. Thusly, we need to ratio the data. If anyone has shininess issues...
here is the fix>>
Open:
OpenGLWaveFrontMaterial.m:65
Was:
else if ([parseLine hasPrefix:@"Ns "])
material.shininess = [[parseLine substringFromIndex:3] floatValue];
Change To:
else if ([parseLine hasPrefix:@"Ns "])
material.shininess = ([[parseLine substringFromIndex:3] floatValue] / 1000) * 128;
Kind Regards,
Chris Danielson
MaxPowerSoft, LLC
Original issue reported on code.google.com by danielsonchris@gmail.com on 17 Jun 2009 at 4:40
Original issue reported on code.google.com by
danielsonchris@gmail.com
on 17 Jun 2009 at 4:40