- fix double initialization.

- use correct number of vectors for dynamic array.

Signed-off-by: Kim Kulling <kim.kulling@googlemail.com>
pull/522/merge
Kim Kulling 2015-04-05 23:17:16 +02:00
parent df1134b1a3
commit 22fc756d4a
1 changed files with 2 additions and 5 deletions

View File

@ -182,10 +182,7 @@ OpenGEXImporter::VertexContainer::VertexContainer()
, m_normals() , m_normals()
, m_textureCoords() , m_textureCoords()
, m_numUVComps() { , m_numUVComps() {
::memset( &m_numUVComps[ 0 ], 0, sizeof( size_t )*AI_MAX_NUMBER_OF_TEXTURECOORDS ); // empty
for( size_t i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; i++ ) {
m_textureCoords[ i ] = NULL;
}
} }
OpenGEXImporter::VertexContainer::~VertexContainer() { OpenGEXImporter::VertexContainer::~VertexContainer() {
@ -686,7 +683,7 @@ void OpenGEXImporter::handleIndexArrayNode( ODDLParser::DDLNode *node, aiScene *
m_currentMesh->mVertices = new aiVector3D[ m_currentMesh->mNumVertices ]; m_currentMesh->mVertices = new aiVector3D[ m_currentMesh->mNumVertices ];
m_currentMesh->mNormals = new aiVector3D[ m_currentMesh->mNumVertices ]; m_currentMesh->mNormals = new aiVector3D[ m_currentMesh->mNumVertices ];
m_currentMesh->mNumUVComponents[ 0 ] = numItems * 3; m_currentMesh->mNumUVComponents[ 0 ] = numItems * 3;
m_currentMesh->mTextureCoords[ 0 ] = new aiVector3D[ m_currentVertices.m_numUVComps[ 0 ] ]; m_currentMesh->mTextureCoords[ 0 ] = new aiVector3D[ m_currentMesh->mNumUVComponents[ 0 ] ];
unsigned int index( 0 ); unsigned int index( 0 );
for( size_t i = 0; i < m_currentMesh->mNumFaces; i++ ) { for( size_t i = 0; i < m_currentMesh->mNumFaces; i++ ) {