C++ FBX SDK-未应用纹理缩放和旋转

C++ FBX SDK-未应用纹理缩放和旋转,c++,fbx,C++,Fbx,我正在使用FBX SDK通过材质向网格添加纹理。现在我想知道为什么不应用纹理比例-纹理旋转也是如此。我的源代码如下所示: // Create texture gTexture = FbxFileTexture::Create(gScene, "Diffuse Texture"); FbxString lTexPath = "C:\\Users\\padmalcom\\Crate.jpg"; gTexture->SetFileName(lTexPath.Buffer()); gTexture

我正在使用FBX SDK通过材质向网格添加纹理。现在我想知道为什么不应用纹理比例-纹理旋转也是如此。我的源代码如下所示:

// Create texture
gTexture = FbxFileTexture::Create(gScene, "Diffuse Texture");
FbxString lTexPath = "C:\\Users\\padmalcom\\Crate.jpg";
gTexture->SetFileName(lTexPath.Buffer());
gTexture->SetTextureUse(FbxTexture::eStandard);
gTexture->SetMappingType(FbxTexture::eUV);
gTexture->SetMaterialUse(FbxFileTexture::eModelMaterial);
gTexture->SetSwapUV(false);
gTexture->SetTranslation(0.0, 0.0);
gTexture->SetScale(0.01, 0.01);
gTexture->SetRotation(45.0, 0.0);

// Create material
FbxString lMaterialName = "material";
FbxString lShadingName = "Phong";
FbxDouble3 lBlack(0.0, 0.0, 0.0);
FbxDouble3 lRed(1.0, 0.0, 0.0);
FbxDouble3 lDiffuseColor(0.75, 0.75, 0.0);
gMaterial = FbxSurfacePhong::Create(gScene, lMaterialName.Buffer());
gMaterial->Emissive.Set(lBlack); // Generate primary and secondary colors.
gMaterial->Ambient.Set(lRed);
gMaterial->Diffuse.Set(lDiffuseColor);
gMaterial->TransparencyFactor.Set(40.5);
gMaterial->ShadingModel.Set(lShadingName);
gMaterial->Shininess.Set(0.5);
现在应该设置缩放和旋转,但不设置。有什么想法吗?

我发现旋转和缩放值实际上已设置,但官方Autodesk渲染器(FBX Review)不支持它们!将模型导入到Unreal Engine 4至少会产生正确的纹理比例,因此我猜代码中没有错误