Make gltf imports consistent
use fnv::FnvHashMap;
use glam::{Mat3, Mat4, Vec2, Vec3, Vec4, Vec4Swizzles};
-use rend3::{
- types::{self, MeshBuilder, Transparency},
- Renderer,
-};
+use rend3::{types, Renderer};
use std::future::Future;
use thiserror::Error;
@@ -184,7 +181,7 @@ fn load_meshes<'a, E: std::error::Error + 'static>(
.collect();
// glTF models are right handed, so we must flip their winding order
- let mut builder = MeshBuilder::new(vertex_positions).with_right_handed();
+ let mut builder = types::MeshBuilder::new(vertex_positions).with_right_handed();
if let Some(normals) = reader.read_normals() {
builder = builder.with_vertex_normals(normals.map(Vec3::from).collect())
@@ -227,7 +224,7 @@ fn load_default_material(renderer: &Renderer, loaded: &mut LoadedGltfScene) {
None,
renderer.add_material(types::Material {
albedo: types::AlbedoComponent::Value(Vec4::splat(1.0)),
- transparency: Transparency::Opaque,
+ transparency: types::Transparency::Opaque,
normal: types::NormalTexture::None,
aomr_textures: types::AoMRTextures::None,
ao_factor: Some(1.0),
