Fix possible data corruption in AssimpView (see http://sourceforge.net/projects/assimp/forums/forum/817654/topic/3831953). Thanks to mick-p to point it out.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@810 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
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631f3a2ff9
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400086e19f
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@ -1601,14 +1601,6 @@ int CDisplay::HandleInput()
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D3DXVec3TransformNormal((D3DXVECTOR3*)&g_avLightDirs[0],
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D3DXVec3TransformNormal((D3DXVECTOR3*)&g_avLightDirs[0],
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(D3DXVECTOR3*)&g_avLightDirs[0],(D3DXMATRIX*)&mMat);
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(D3DXVECTOR3*)&g_avLightDirs[0],(D3DXMATRIX*)&mMat);
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// 2 lights to rotate?
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if (g_sOptions.b3Lights)
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{
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D3DXVec3TransformNormal((D3DXVECTOR3*)&g_avLightDirs[1],
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(D3DXVECTOR3*)&g_avLightDirs[1],(D3DXMATRIX*)&mMat);
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g_avLightDirs[1].Normalize();
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}
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g_avLightDirs[0].Normalize();
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g_avLightDirs[0].Normalize();
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}
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}
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return 1;
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return 1;
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@ -101,7 +101,7 @@ aiMatrix4x4 g_mWorld;
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aiMatrix4x4 g_mWorldRotate;
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aiMatrix4x4 g_mWorldRotate;
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aiVector3D g_vRotateSpeed = aiVector3D(0.5f,0.5f,0.5f);
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aiVector3D g_vRotateSpeed = aiVector3D(0.5f,0.5f,0.5f);
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// NOTE: The second light direction is no computed from the first
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// NOTE: The second light direction is now computed from the first
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aiVector3D g_avLightDirs[1] =
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aiVector3D g_avLightDirs[1] =
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{ aiVector3D(-0.5f,0.6f,0.2f) };
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{ aiVector3D(-0.5f,0.6f,0.2f) };
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