added both architectures for macos, set glass depth
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2
makefile
2
makefile
@ -25,7 +25,7 @@ ifeq ($(PLATFORM), Darwin)
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CXX = clang++
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CXX = clang++
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# Architecture flags
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# Architecture flags
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ARCH_FLAGS = -arch arm64 -mmacosx-version-min=11.0 -isysroot $(MACOS_SDK_PATH)
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ARCH_FLAGS = -arch arm64 -arch x86_64 -mmacosx-version-min=11.0 -isysroot $(MACOS_SDK_PATH)
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# Linking flags - Use multiple rpath entries to look in executable directory
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# Linking flags - Use multiple rpath entries to look in executable directory
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LINKER_FLAGS = $(ARCH_FLAGS) -framework Cocoa -framework IOKit -fvisibility=hidden -O5 \
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LINKER_FLAGS = $(ARCH_FLAGS) -framework Cocoa -framework IOKit -fvisibility=hidden -O5 \
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@ -611,8 +611,8 @@ dl::bella_sdk::Node addModelToScene(dl::Args& args,
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isBox = false;
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isBox = false;
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} else if(material==6 || vmaxPalette[color-1].a < 255) {
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} else if(material==6 || vmaxPalette[color-1].a < 255) {
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belMaterial["type"] = "glass";
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belMaterial["type"] = "glass";
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belMaterial["roughness"] = vmaxMaterial[material].roughness/.9f * 100.0f;
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belMaterial["roughness"] = vmaxMaterial[material].roughness * 100.0f;
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belMaterial["glassDepth"] = 1500.0f;
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belMaterial["glassDepth"] = 500.0f;
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} else if(vmaxMaterial[material].metalness > 0.1f) {
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} else if(vmaxMaterial[material].metalness > 0.1f) {
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belMaterial["type"] = "metal";
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belMaterial["type"] = "metal";
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belMaterial["roughness"] = vmaxMaterial[material].roughness * 100.0f;
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belMaterial["roughness"] = vmaxMaterial[material].roughness * 100.0f;
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