- check property name before setting up the primitive type for meshes.
- fix lookup for vertex attribute type lookup. Signed-off-by: Kim Kulling <kim.kulling@googlemail.com>pull/521/head
parent
11b9d83d4c
commit
aa9dd6a14b
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@ -529,8 +529,10 @@ void OpenGEXImporter::handleMeshNode( ODDLParser::DDLNode *node, aiScene *pScene
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if( NULL != prop ) {
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if( NULL != prop ) {
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std::string propName, propKey;
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std::string propName, propKey;
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propId2StdString( prop, propName, propKey );
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propId2StdString( prop, propName, propKey );
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if( "triangles" == propName ) {
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if( "primitive" == propName ) {
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m_currentMesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
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if( "triangles" == propKey ) {
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m_currentMesh->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
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}
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}
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}
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}
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}
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@ -571,7 +573,7 @@ void OpenGEXImporter::handleVertexArrayNode( ODDLParser::DDLNode *node, aiScene
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if( NULL != prop ) {
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if( NULL != prop ) {
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std::string propName, propKey;
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std::string propName, propKey;
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propId2StdString( prop, propName, propKey );
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propId2StdString( prop, propName, propKey );
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MeshAttribute attribType( getAttributeByName( propName.c_str() ) );
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MeshAttribute attribType( getAttributeByName( propKey.c_str() ) );
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if( None == attribType ) {
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if( None == attribType ) {
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return;
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return;
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}
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}
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