Fix setting normal map when not all submeshes have texcoords (ogre2) #976
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🦟 Bug fix
Summary
Setting normal map to a a submesh could fail in ogre2 if the mesh contains other submeshes that do not have texture coordinates set. Ogre2 will fail to generate tangents (needed for normal maps) and throw an exception:
The fix is to generate texcoords for all submeshes when importing the
common::SubMesh
into ogre even if thecommon::SubMesh
does not have any texcoords.The alternative (ideal) fix is to update ogre to just skip generating tangents for those submeshes that do not have texcoords instead of throwing an exception.
Tested with the AnisotropyBarnLamp.glb model.
Before the fix, the whole metal part of the lamp mesh appears white. After the fix, the PBR textures are applied correctly:
The light bulb should be transparent so there's another bug somewhere else and that still needs to be fixed. For comparison, see the result rendered by threejs
Checklist
codecheck
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