SImplify mesh merging code
My assumption that primitives of different types (modes) can’t be in the same mesh was incorrect.pull/1446/head
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2efd2cdef8
commit
8743d28ec5
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@ -755,31 +755,18 @@ void glTF2Exporter::MergeMeshes()
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//skip if it's 1 or less meshes per node
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if (nMeshes > 1) {
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Ref<Mesh> firstMesh = node->meshes.at(0);
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Mesh::Primitive firstPrimitive = firstMesh->primitives.at(0);
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//loop backwards to allow easy removal of a mesh from a node once it's merged
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for (unsigned int m = nMeshes - 1; m >= 1; --m) {
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Ref<Mesh> mesh = node->meshes.at(m);
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bool primitivesPushed = false;
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for (unsigned int p = 0; p < mesh->primitives.size(); ++p) {
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Mesh::Primitive primitive = mesh->primitives.at(p);
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firstMesh->primitives.insert(firstMesh->primitives.end(), mesh->primitives.begin(), mesh->primitives.end());
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if (firstPrimitive.mode == primitive.mode) {
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firstMesh->primitives.push_back(primitive);
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primitivesPushed = true;
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}
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}
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if (primitivesPushed) {
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//remove the merged meshes from the node
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node->meshes.erase(node->meshes.begin() + m);
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}
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node->meshes.erase(node->meshes.begin() + m);
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}
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//since we were looping backwards, reverse the order of merged primitives to their original order
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std::reverse(firstMesh->primitives.begin() + 1, firstMesh->primitives.end());
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}
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}
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}
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