Fix: Add missing transformation for normalized normals.
parent
c44e3427aa
commit
25aee03f66
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@ -290,12 +290,6 @@ void PretransformVertices::ComputeAbsoluteTransform(aiNode *pcNode) {
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}
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}
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static void normalizeVectorArray(aiVector3D *vectorArrayIn, aiVector3D *vectorArrayOut, size_t numVectors) {
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for (size_t i=0; i<numVectors; ++i) {
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vectorArrayOut[i] = vectorArrayIn[i].Normalize();
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Apply the node transformation to a mesh
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void PretransformVertices::ApplyTransform(aiMesh *mesh, const aiMatrix4x4 &mat) const {
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@ -322,8 +316,11 @@ void PretransformVertices::ApplyTransform(aiMesh *mesh, const aiMatrix4x4 &mat)
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const aiMatrix3x3 m = aiMatrix3x3(mat).Inverse().Transpose();
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if (mesh->HasNormals()) {
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normalizeVectorArray(mesh->mNormals, mesh->mNormals, mesh->mNumVertices);
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for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
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mesh->mNormals[i] = (m * mesh->mNormals[i]).Normalize();
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}
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}
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if (mesh->HasTangentsAndBitangents()) {
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for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
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mesh->mTangents[i] = (m * mesh->mTangents[i]).Normalize();
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