Utility/MaterialData: Add Material name information
Former-commit-id: 3336fab5ebf757eaf57efcf67b06161af6ce3b32 [formerly 536e0c8e4f3759ccd2c66998d90f94c7e8811b5a] Former-commit-id: 32dd536b3e3c5193271b85a8487b51b4079afa24
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@ -41,6 +41,7 @@ namespace Nz
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static constexpr const char* HeightTexturePath = "MatHeightTexturePath";
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static constexpr const char* Lighting = "MatLighting";
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static constexpr const char* LineWidth = "MatLineWidth";
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static constexpr const char* Name = "MatName";
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static constexpr const char* NormalTexturePath = "MatNormalTexturePath";
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static constexpr const char* PointSize = "MatPointSize";
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static constexpr const char* ScissorTest = "MatScissorTest";
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@ -291,6 +291,10 @@ bool Load(Mesh* mesh, Stream& stream, const MeshParams& parameters)
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ConvertTexture(aiTextureType_OPACITY, MaterialData::AlphaTexturePath);
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ConvertTexture(aiTextureType_SPECULAR, MaterialData::SpecularTexturePath, MaterialData::SpecularWrap);
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aiString name;
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if (aiGetMaterialString(aiMat, AI_MATKEY_NAME, &name) == aiReturn_SUCCESS)
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matData.SetParameter(MaterialData::Name, String(name.data, name.length));
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int iValue;
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if (aiGetMaterialInteger(aiMat, AI_MATKEY_TWOSIDED, &iValue))
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matData.SetParameter(MaterialData::FaceCulling, !iValue);
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