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-9d2fd5bffc1fpull/1/head
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094ed7b9c0
commit
a34378934d
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@ -95,13 +95,16 @@ unsigned int GetMeshVFormat(aiMesh* pcMesh)
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if (pcMesh->mBones)
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return (unsigned int)pcMesh->mBones;
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unsigned int iRet = 0;
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ai_assert(NULL != pcMesh->mVertices);
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// FIX: the hash may never be 0. Otherwise a comparison against
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// nullptr could be successful
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unsigned int iRet = 1;
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// normals
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if (pcMesh->HasNormals())iRet |= 0x1;
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if (pcMesh->HasNormals())iRet |= 0x2;
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// tangents and bitangents
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if (pcMesh->HasTangentsAndBitangents())iRet |= 0x2;
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if (pcMesh->HasTangentsAndBitangents())iRet |= 0x4;
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// texture coordinates
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unsigned int p = 0;
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