Fix UV Selection

This commit is contained in:
Phillip Stephens 2015-09-18 22:24:32 -07:00
parent 84531b676f
commit 872e2d4d52
1 changed files with 2 additions and 2 deletions

View File

@ -136,12 +136,12 @@ void Material::SectionPASS::constructNode(HECL::BlenderConnection::PyOutStream&
resPathView.str().c_str(), texName.c_str()); resPathView.str().c_str(), texName.c_str());
if (uvAnim.size()) if (uvAnim.size())
{ {
DNAMP1::MaterialSet::Material::AddTexture(out, GX::TexGenSrc(uvSrc), texMtxIdx, texMapIdx++);
const UVAnimation& uva = uvAnim[0]; const UVAnimation& uva = uvAnim[0];
DNAMP1::MaterialSet::Material::AddTexture(out, GX::TexGenSrc(uva.unk1 + (uva.unk1 < 2 ? 0 : 4)), -1, texMapIdx++);
DNAMP1::MaterialSet::Material::AddTextureAnim(out, uva.anim.mode, texMtxIdx++, uva.anim.vals); DNAMP1::MaterialSet::Material::AddTextureAnim(out, uva.anim.mode, texMtxIdx++, uva.anim.vals);
} }
else else
DNAMP1::MaterialSet::Material::AddTexture(out, GX::TexGenSrc(uvSrc), -1, texMapIdx++); DNAMP1::MaterialSet::Material::AddTexture(out, GX::TexGenSrc(uvSrc + 4), -1, texMapIdx++);
} }
/* Add PASS node */ /* Add PASS node */