SImplify mesh merging code

My assumption that primitives of different types (modes) can’t be in the same mesh was incorrect.
pull/1446/head
Daniel Hritzkiv 2017-09-18 12:16:30 -04:00
parent 2efd2cdef8
commit 8743d28ec5
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1 changed files with 2 additions and 15 deletions

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@ -755,31 +755,18 @@ void glTF2Exporter::MergeMeshes()
//skip if it's 1 or less meshes per node
if (nMeshes > 1) {
Ref<Mesh> firstMesh = node->meshes.at(0);
Mesh::Primitive firstPrimitive = firstMesh->primitives.at(0);
//loop backwards to allow easy removal of a mesh from a node once it's merged
for (unsigned int m = nMeshes - 1; m >= 1; --m) {
Ref<Mesh> mesh = node->meshes.at(m);
bool primitivesPushed = false;
for (unsigned int p = 0; p < mesh->primitives.size(); ++p) {
Mesh::Primitive primitive = mesh->primitives.at(p);
firstMesh->primitives.insert(firstMesh->primitives.end(), mesh->primitives.begin(), mesh->primitives.end());
if (firstPrimitive.mode == primitive.mode) {
firstMesh->primitives.push_back(primitive);
primitivesPushed = true;
}
}
if (primitivesPushed) {
//remove the merged meshes from the node
node->meshes.erase(node->meshes.begin() + m);
}
}
//since we were looping backwards, reverse the order of merged primitives to their original order
std::reverse(firstMesh->primitives.begin() + 1, firstMesh->primitives.end());
}
}
}