src/fbx/materials/3dsMaxPhysicalMaterial.cpp (4 lines): - line 61: // TODO: we need this to affect roughness map, too. - line 75: // TODO: turn this into a normal map through simple numerial differentiation - line 81: // TODO: bake transparency > 0.0f into the alpha of baseColor? - line 88: // TODO: if/when we bake transparency, we'll need this src/gltf/properties/MaterialData.cpp (1 line): - line 12: // TODO: retrieve & pass in correct UV set from FBX src/gltf/properties/BufferData.hpp (1 line): - line 25: const std::shared_ptr> binData; // TODO this is just weird src/raw/RawModel.cpp (1 line): - line 559: // FIXME: will have to unlink from the nodes, transform both surfaces into a src/gltf/properties/CameraData.hpp (1 line): - line 13: // TODO: this class needs some work src/gltf/TextureBuilder.cpp (1 line): - line 84: // TODO: which channel combinations make sense in input files?