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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@ -836,6 +836,7 @@ export state Render3dState {
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tb_key: string = ""
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tb_version: int = 0
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tb_shadow_ok: bool = false # the shadow came from its bake this map
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gltf_pure: int = 0 # a 1x1 white a factor multiplies exactly (gltf_factors)
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tt_dir: string = "" # terrain_tiles_to: where a map's tiles are written ("" keeps the whole copies)
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tt_key: string = ""
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tt_file: pointer = null # the tiles' file, open for reading (terrain_tiles.ludic)
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