Fix #2077 : GLTF segfault using triangle strip
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468549b752
commit
ae0f82d5b7
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@ -550,9 +550,18 @@ void glTF2Importer::ImportMeshes(glTF2::Asset& r)
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case PrimitiveMode_TRIANGLE_STRIP: {
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nFaces = count - 2;
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faces = new aiFace[nFaces];
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SetFace(faces[0], data.GetUInt(0), data.GetUInt(1), data.GetUInt(2));
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for (unsigned int i = 3; i < count; ++i) {
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SetFace(faces[i - 2], faces[i - 1].mIndices[1], faces[i - 1].mIndices[2], data.GetUInt(i));
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for (unsigned int i = 0; i < nFaces; ++i) {
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//The ordering is to ensure that the triangles are all drawn with the same orientation
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if ((i + 1) % 2 == 0)
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{
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//For even n, vertices n + 1, n, and n + 2 define triangle n
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SetFace(faces[i], data.GetUInt(i + 1), data.GetUInt(i), data.GetUInt(i + 2));
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}
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else
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{
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//For odd n, vertices n, n+1, and n+2 define triangle n
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SetFace(faces[i], data.GetUInt(i), data.GetUInt(i + 1), data.GetUInt(i + 2));
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}
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}
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break;
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}
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@ -560,8 +569,8 @@ void glTF2Importer::ImportMeshes(glTF2::Asset& r)
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nFaces = count - 2;
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faces = new aiFace[nFaces];
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SetFace(faces[0], data.GetUInt(0), data.GetUInt(1), data.GetUInt(2));
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for (unsigned int i = 3; i < count; ++i) {
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SetFace(faces[i - 2], faces[0].mIndices[0], faces[i - 1].mIndices[2], data.GetUInt(i));
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for (unsigned int i = 1; i < nFaces; ++i) {
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SetFace(faces[i], faces[0].mIndices[0], faces[i - 1].mIndices[2], data.GetUInt(i + 2));
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}
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break;
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}
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@ -615,9 +624,18 @@ void glTF2Importer::ImportMeshes(glTF2::Asset& r)
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case PrimitiveMode_TRIANGLE_STRIP: {
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nFaces = count - 2;
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faces = new aiFace[nFaces];
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SetFace(faces[0], 0, 1, 2);
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for (unsigned int i = 3; i < count; ++i) {
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SetFace(faces[i - 2], faces[i - 1].mIndices[1], faces[i - 1].mIndices[2], i);
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for (unsigned int i = 0; i < nFaces; ++i) {
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//The ordering is to ensure that the triangles are all drawn with the same orientation
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if ((i+1) % 2 == 0)
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{
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//For even n, vertices n + 1, n, and n + 2 define triangle n
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SetFace(faces[i], i+1, i, i+2);
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}
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else
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{
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//For odd n, vertices n, n+1, and n+2 define triangle n
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SetFace(faces[i], i, i+1, i+2);
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}
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}
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break;
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}
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@ -625,8 +643,8 @@ void glTF2Importer::ImportMeshes(glTF2::Asset& r)
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nFaces = count - 2;
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faces = new aiFace[nFaces];
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SetFace(faces[0], 0, 1, 2);
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for (unsigned int i = 3; i < count; ++i) {
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SetFace(faces[i - 2], faces[0].mIndices[0], faces[i - 1].mIndices[2], i);
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for (unsigned int i = 1; i < nFaces; ++i) {
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SetFace(faces[i], faces[0].mIndices[0], faces[i - 1].mIndices[2], i + 2);
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}
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break;
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}
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@ -848,12 +866,6 @@ void glTF2Importer::InternReadFile(const std::string& pFile, aiScene* pScene, IO
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ImportNodes(asset);
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// TODO: it does not split the loaded vertices, should it?
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//pScene->mFlags |= AI_SCENE_FLAGS_NON_VERBOSE_FORMAT;
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MakeVerboseFormatProcess process;
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process.Execute(pScene);
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if (pScene->mNumMeshes == 0) {
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pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
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}
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@ -740,11 +740,6 @@ void glTFImporter::InternReadFile(const std::string& pFile, aiScene* pScene, IOS
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ImportNodes(asset);
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// TODO: it does not split the loaded vertices, should it?
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//pScene->mFlags |= AI_SCENE_FLAGS_NON_VERBOSE_FORMAT;
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MakeVerboseFormatProcess process;
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process.Execute(pScene);
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if (pScene->mNumMeshes == 0) {
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pScene->mFlags |= AI_SCENE_FLAGS_INCOMPLETE;
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