render3d: a glTF material's factors are drawn - base colour, roughness, metallic and emission
gltf_factors reads pbrMetallicRoughness.baseColorFactor, metallicFactor, roughnessFactor and the emissiveFactor into the primitive (pr.fac), and prim_factors hands them to every program that draws its textures (actors, the scatter's meshes and levels, the impostor bake) as 1 - factor, so a program never given them - or a material that gives none (pr.fac null) - multiplies by 1 and draws as before. An untextured material with a colour (or a metal/roughness) samples a pure white for it, so the factor is exactly what it draws: horse_cornea is its own colour, not the 200 grey every untextured part had. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@ -220,6 +220,7 @@ function actor_draw_one(render3d_st: mut Render3dState, a: Actor, ap: AcProg, sh
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else { u_v3(render3d_st, ap.l_tint, a.tint) }
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}
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gpu_tex_unit(render3d_st, 0); gpu_tex_bind(render3d_st, GPU_TEX2D, pr.diff)
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prim_factors(render3d_st, ap.prog, pr)
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if not shadow {
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gpu_tex_unit(render3d_st, 1); gpu_tex_bind(render3d_st, GPU_TEX2D, pr.nrm)
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gpu_tex_unit(render3d_st, 2); gpu_tex_bind(render3d_st, GPU_TEX2D, pr.arm)
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