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>
4.8 KiB
4.8 KiB