Closed kbiElude closed 9 years ago
Luminosity information is now correctly loaded & used by the rendering pipeline. However, another issue affects the rendering process.
When creating distinct materials, float/vec4 attachment values are ignored. This is done on purpose in order to avoid generating exactly the same program objects for materials whose float/vec4 values differ. Since the values are set during graph-based rendering process, this makes sense.
However, ogl_uber uses the material-specified float/vec4 values instead of taking them from relevant scene objects. My belief is that this causes the discussed visual glitch, since the diffuse color varies greatly between objects in the 'hexy' scene.
A new branch will be created to address the problem.
Fixed
The problem is likely to be caused by the fact COLLADA importer currently does not load the luminosity information stored under sub-node of each node.