diff --git a/code/AssetLib/MD2/MD2Loader.cpp b/code/AssetLib/MD2/MD2Loader.cpp index 5308ac89c..b7bf24ef7 100644 --- a/code/AssetLib/MD2/MD2Loader.cpp +++ b/code/AssetLib/MD2/MD2Loader.cpp @@ -427,10 +427,6 @@ void MD2Importer::InternReadFile( const std::string& pFile, aiVector3D& vNormal = pcMesh->mNormals[iCurrent]; LookupNormalIndex(pcVerts[iIndex].lightNormalIndex,vNormal); - // flip z and y to become right-handed - std::swap((float&)vNormal.z,(float&)vNormal.y); - std::swap((float&)vec.z,(float&)vec.y); - if (m_pcHeader->numTexCoords) { // validate texture coordinates iIndex = pcTriangles[i].textureIndices[c]; @@ -448,7 +444,15 @@ void MD2Importer::InternReadFile( const std::string& pFile, } pScene->mMeshes[0]->mFaces[i].mIndices[c] = iCurrent; } + // flip the face order + std::swap( pScene->mMeshes[0]->mFaces[i].mIndices[0], pScene->mMeshes[0]->mFaces[i].mIndices[2] ); } + // Now rotate the whole scene 90 degrees around the x axis to convert to internal coordinate system + pScene->mRootNode->mTransformation = aiMatrix4x4( + 1.f, 0.f, 0.f, 0.f, + 0.f, 0.f, 1.f, 0.f, + 0.f, -1.f, 0.f, 0.f, + 0.f, 0.f, 0.f, 1.f); } #endif // !! ASSIMP_BUILD_NO_MD2_IMPORTER