Fix glTF2 export with no texture coordinates

pull/2312/head
FRICOTEAUX 2019-01-28 16:02:09 +01:00
parent dc10f24df1
commit 38bebaf4d3
1 changed files with 4 additions and 1 deletions

View File

@ -732,6 +732,9 @@ void glTF2Exporter::ExportMeshes()
/************** Texture coordinates **************/
for (int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
if (!aim->HasTextureCoords(i))
continue;
// Flip UV y coords
if (aim -> mNumUVComponents[i] > 1) {
for (unsigned int j = 0; j < aim->mNumVertices; ++j) {
@ -967,7 +970,7 @@ void glTF2Exporter::ExportMetadata()
inline Ref<Accessor> GetSamplerInputRef(Asset& asset, std::string& animId, Ref<Buffer>& buffer, std::vector<float>& times)
{
return ExportData(asset, animId, buffer, times.size(), &times[0], AttribType::SCALAR, AttribType::SCALAR, ComponentType_FLOAT);
return ExportData(asset, animId, buffer, (unsigned int)times.size(), &times[0], AttribType::SCALAR, AttribType::SCALAR, ComponentType_FLOAT);
}
inline void ExtractTranslationSampler(Asset& asset, std::string& animId, Ref<Buffer>& buffer, const aiNodeAnim* nodeChannel, float ticksPerSecond, Animation::Sampler& sampler)