parent
1c13c793f0
commit
47fc3f2627
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@ -383,7 +383,13 @@ void M3DImporter::importTextures(const M3DWrapper &m3d) {
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// individually. In assimp there're per mesh vertex and UV lists, and they must be
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// indexed simultaneously.
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void M3DImporter::importMeshes(const M3DWrapper &m3d) {
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unsigned int i, j, k, l, numpoly = 3, lastMat = M3D_INDEXMAX;
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ASSIMP_LOG_DEBUG_F("M3D: importMeshes ", m3d->numface);
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if (!m3d->numface || !m3d->face || !m3d->numvertex || !m3d->vertex) {
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return;
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}
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unsigned int i, j, k, l, numpoly = 3, lastMat = M3D_INDEXMAX;
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std::vector<aiMesh *> *meshes = new std::vector<aiMesh *>();
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std::vector<aiFace> *faces = nullptr;
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std::vector<aiVector3D> *vertices = nullptr;
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@ -397,11 +403,6 @@ void M3DImporter::importMeshes(const M3DWrapper &m3d) {
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ai_assert(m3d);
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ai_assert(mScene->mRootNode != nullptr);
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ASSIMP_LOG_DEBUG_F("M3D: importMeshes ", m3d->numface);
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if (!m3d->numface || !m3d->face || !m3d->numvertex || !m3d->vertex) {
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return;
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}
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for (i = 0; i < m3d->numface; i++) {
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// we must switch mesh if material changes
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