diff --git a/code/MD5Loader.cpp b/code/MD5Loader.cpp index fc9c97cf3..a4285ba03 100644 --- a/code/MD5Loader.cpp +++ b/code/MD5Loader.cpp @@ -420,6 +420,9 @@ void MD5Importer::LoadMD5MeshFile () // generate unique vertices in our internal verbose format MakeDataUnique(meshSrc); + std::string name( meshSrc.mShader.C_Str() ); + name += ".msh"; + mesh->mName = name; mesh->mNumVertices = (unsigned int) meshSrc.mVertices.size(); mesh->mVertices = new aiVector3D[mesh->mNumVertices]; mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices]; @@ -471,7 +474,6 @@ void MD5Importer::LoadMD5MeshFile () MD5::ConvertQuaternion( boneSrc.mRotationQuat, boneSrc.mRotationQuatConverted ); } - //unsigned int g = 0; pv = mesh->mVertices; for (MD5::VertexList::const_iterator iter = meshSrc.mVertices.begin();iter != meshSrc.mVertices.end();++iter,++pv) { // compute the final vertex position from all single weights @@ -559,7 +561,9 @@ void MD5Importer::LoadMD5MeshFile () // set this also as material name mat->AddProperty(&meshSrc.mShader,AI_MATKEY_NAME); } - else mat->AddProperty(&meshSrc.mShader,AI_MATKEY_TEXTURE_DIFFUSE(0)); + else { + mat->AddProperty(&meshSrc.mShader, AI_MATKEY_TEXTURE_DIFFUSE(0)); + } mesh->mMaterialIndex = n++; } #endif