update:
- remove dead code. - check for a possible division by zero. Signed-off-by: Kim Kulling <kim.kulling@googlemail.com>pull/321/head
parent
2edccb7f34
commit
46ca36cb6f
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@ -174,7 +174,6 @@ void FindInstancesProcess::Execute( aiScene* pScene)
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// use a constant epsilon for colors and UV coordinates
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static const float uvEpsilon = 10e-4f;
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{
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unsigned int i, end = orig->GetNumUVChannels();
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for(i = 0; i < end; ++i) {
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@ -133,8 +133,12 @@ void LimitBoneWeightsProcess::ProcessMesh( aiMesh* pMesh)
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float sum = 0.0f;
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for( std::vector<Weight>::const_iterator it = vit->begin(); it != vit->end(); ++it)
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sum += it->mWeight;
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for( std::vector<Weight>::iterator it = vit->begin(); it != vit->end(); ++it)
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it->mWeight /= sum;
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const float invSum = 1.0f/sum;
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if( 0.0f != sum ) {
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for( std::vector<Weight>::iterator it = vit->begin(); it != vit->end(); ++it ) {
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it->mWeight *= invSum;
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}
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}
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}
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if (bChanged) {
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@ -177,7 +181,7 @@ void LimitBoneWeightsProcess::ProcessMesh( aiMesh* pMesh)
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// copy the weight list. should always be less weights than before, so we don't need a new allocation
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ai_assert( bw.size() <= bone->mNumWeights);
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bone->mNumWeights = (unsigned int) bw.size();
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bone->mNumWeights = static_cast<unsigned int>( bw.size() );
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::memcpy( bone->mWeights, &bw[0], bw.size() * sizeof( aiVertexWeight));
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}
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