STL binary Export should write 4-byte floats for vertex and normal coordinates
The STL binary format uses 4-byte floats. When using double-precision builds of Asset Importer, the STL exporter was writing out 8-byte double values instead..pull/1828/head
parent
6173ac6cee
commit
0dab5c508e
|
@ -172,12 +172,16 @@ void STLExporter :: WriteMeshBinary(const aiMesh* m)
|
|||
}
|
||||
nor.Normalize();
|
||||
}
|
||||
ai_real nx = nor.x, ny = nor.y, nz = nor.z;
|
||||
// STL binary files use 4-byte floats. This may possibly cause loss of precision
|
||||
// for clients using 8-byte doubles
|
||||
float nx = (float) nor.x;
|
||||
float ny = (float) nor.y;
|
||||
float nz = (float) nor.z;
|
||||
AI_SWAP4(nx); AI_SWAP4(ny); AI_SWAP4(nz);
|
||||
mOutput.write((char *)&nx, 4); mOutput.write((char *)&ny, 4); mOutput.write((char *)&nz, 4);
|
||||
for(unsigned int a = 0; a < f.mNumIndices; ++a) {
|
||||
const aiVector3D& v = m->mVertices[f.mIndices[a]];
|
||||
ai_real vx = v.x, vy = v.y, vz = v.z;
|
||||
float vx = (float) v.x, vy = (float) v.y, vz = (float) v.z;
|
||||
AI_SWAP4(vx); AI_SWAP4(vy); AI_SWAP4(vz);
|
||||
mOutput.write((char *)&vx, 4); mOutput.write((char *)&vy, 4); mOutput.write((char *)&vz, 4);
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue