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@ -1018,11 +1018,11 @@ void MD3Importer::InternReadFile( const std::string& pFile,
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// Convert the normal vector to uncompressed float3 format
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// Convert the normal vector to uncompressed float3 format
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aiVector3D& nor = pcMesh->mNormals[iCurrent];
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aiVector3D& nor = pcMesh->mNormals[iCurrent];
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LatLngNormalToVec3(pcVertices[pcTriangles->INDEXES[c]].NORMAL,(ai_real*)&nor);
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LatLngNormalToVec3(pcVertices[index].NORMAL,(ai_real*)&nor);
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// Read texture coordinates
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// Read texture coordinates
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pcMesh->mTextureCoords[0][iCurrent].x = pcUVs[ pcTriangles->INDEXES[c]].U;
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pcMesh->mTextureCoords[0][iCurrent].x = pcUVs[index].U;
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pcMesh->mTextureCoords[0][iCurrent].y = 1.0f-pcUVs[ pcTriangles->INDEXES[c]].V;
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pcMesh->mTextureCoords[0][iCurrent].y = 1.0f-pcUVs[index].V;
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}
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}
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// Flip face order if necessary
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// Flip face order if necessary
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if (!shader || shader->cull == Q3Shader::CULL_CW) {
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if (!shader || shader->cull == Q3Shader::CULL_CW) {
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