Remove GLTF tag, postprocessing is format independent
parent
746d5cf964
commit
44dc08f128
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@ -136,7 +136,7 @@ void SortByPTypeProcess::Execute(aiScene *pScene) {
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for (unsigned int i = 0; i < pScene->mNumMeshes; ++i) {
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aiMesh *const mesh = pScene->mMeshes[i];
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if (mesh->mPrimitiveTypes == 0) {
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throw DeadlyImportError("GLTF: Mesh with invalid primitive type: ", mesh->mName.C_Str());
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throw DeadlyImportError("Mesh with invalid primitive type: ", mesh->mName.C_Str());
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}
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// if there's just one primitive type in the mesh there's nothing to do for us
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