Fixed a minor problem with the vertex format hash in the PretransformVertices step. Remember, the step seems still to swizzle materials in some cases.

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@188 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
pull/1/head
aramis_acg 2008-10-19 21:26:52 +00:00
parent 094ed7b9c0
commit a34378934d
1 changed files with 6 additions and 3 deletions

View File

@ -95,13 +95,16 @@ unsigned int GetMeshVFormat(aiMesh* pcMesh)
if (pcMesh->mBones)
return (unsigned int)pcMesh->mBones;
unsigned int iRet = 0;
ai_assert(NULL != pcMesh->mVertices);
// FIX: the hash may never be 0. Otherwise a comparison against
// nullptr could be successful
unsigned int iRet = 1;
// normals
if (pcMesh->HasNormals())iRet |= 0x1;
if (pcMesh->HasNormals())iRet |= 0x2;
// tangents and bitangents
if (pcMesh->HasTangentsAndBitangents())iRet |= 0x2;
if (pcMesh->HasTangentsAndBitangents())iRet |= 0x4;
// texture coordinates
unsigned int p = 0;