[fixed] b3d Shinier since 1.6

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hybrid
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Post by hybrid »

I've just checked the values from the b3d files. All vertex colors are (1,1,1,1), so bright white. There's only one material (material 001) which is blue with a shade of grey. Shininess is all 0. the material color transfers to diffuse and ambient. So unless this material is not properly assigned or the color becomes saturated it should show a blueish surface. Since it does not do it seems to be one of the two mentioned things.
Auria
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Post by Auria »

So unless this material is not properly assigned or the color becomes saturated it should show a blueish surface
Well, in the sample it does not, but in our game it does. So I would think that the material is properly assigned in our game since the color shows up; but that doesn't explain the high shininess
hybrid
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Post by hybrid »

I'll have to check this with the other drivers, but I didn't find anything wrong with other b3d models. So it seems to be some property in this specific model to be wrongly recognised.
Edit: The burnings video driver shows the correct material effect. At least it's pretty blue now. So it's a problem with OpenGL. I'll try to find the bug then
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Post by Auria »

In case someone ever stumbles unto this topic : it's now fixed in the 1.7 SVN branch :)
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