[*] Style. Intermediate commit.
parent
e61fc06c40
commit
a6ec0e4c7a
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@ -301,14 +301,12 @@ void glTFImporter::ImportMeshes(glTF::Asset& r)
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if (attr.position.size() > 0 && attr.position[0]) {
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aim->mNumVertices = attr.position[0]->count;
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attr.position[0]->ExtractData(aim->mVertices);
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}
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}
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// if "bufferView" of current accessor is containing encoded data then set ID of region.
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if(attr.normal[0]->bufferView->EncodedRegion_List.size() > 0) attr.normal[0]->bufferView->EncodedRegion_SetCurrent(mesh.name);
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if (attr.normal.size() > 0 && attr.normal[0]) {
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attr.normal[0]->ExtractData(aim->mNormals);
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}
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if (attr.normal.size() > 0 && attr.normal[0]) attr.normal[0]->ExtractData(aim->mNormals);
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// if "bufferView" of current accessor is containing encoded data then set ID of region.
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if((attr.texcoord.size() > 0) && (attr.texcoord[0]->bufferView->EncodedRegion_List.size() > 0))
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@ -318,7 +316,7 @@ void glTFImporter::ImportMeshes(glTF::Asset& r)
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for (size_t tc = 0; tc < attr.texcoord.size() && tc <= AI_MAX_NUMBER_OF_TEXTURECOORDS; ++tc) {
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attr.texcoord[tc]->ExtractData(aim->mTextureCoords[tc]);
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aim->mNumUVComponents[tc] = attr.texcoord[tc]->GetNumComponents();
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aim->mNumUVComponents[tc] = attr.texcoord[tc]->GetNumComponents();
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aiVector3D* values = aim->mTextureCoords[tc];
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for (unsigned int i = 0; i < aim->mNumVertices; ++i) {
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