Update glTF2Asset.inl
Fixing mistakes in attribute names for GLTF. This causes attribute index to not be parsed out correctly (e.g. JOINTS_1) and fails the scene load.pull/4451/head
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a916a0eda5
commit
765b38cf04
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@ -179,11 +179,11 @@ inline bool GetAttribVector(Mesh::Primitive &p, const char *attr, Mesh::Accessor
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v = &(p.attributes.texcoord);
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} else if ((pos = Compare(attr, "COLOR"))) {
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v = &(p.attributes.color);
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} else if ((pos = Compare(attr, "JOINT"))) {
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} else if ((pos = Compare(attr, "JOINTS"))) {
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v = &(p.attributes.joint);
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} else if ((pos = Compare(attr, "JOINTMATRIX"))) {
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v = &(p.attributes.jointmatrix);
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} else if ((pos = Compare(attr, "WEIGHT"))) {
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} else if ((pos = Compare(attr, "WEIGHTS"))) {
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v = &(p.attributes.weight);
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} else
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return false;
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