Merge pull request #1868 from EdwardAndrew/issue-1219
Fixed issue#1219. CalcTangentsProcess::ProcessMesh.pull/1882/head
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5fbffd394e
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@ -190,7 +190,7 @@ bool CalcTangentsProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
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float tx = meshTex[p2].x - meshTex[p0].x, ty = meshTex[p2].y - meshTex[p0].y;
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float dirCorrection = (tx * sy - ty * sx) < 0.0f ? -1.0f : 1.0f;
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// when t1, t2, t3 in same position in UV space, just use default UV direction.
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if ( 0 == sx && 0 ==sy && 0 == tx && 0 == ty ) {
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if ( sx * ty == sy * tx ) {
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sx = 0.0; sy = 1.0;
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tx = 1.0; ty = 0.0;
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}
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