reduced FBX string bloat
The FBX importer used two std::strings where string literals would have been sufficient.pull/3878/head
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f3c18556d1
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b57ce004f8
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@ -604,15 +604,15 @@ void MeshGeometry::ReadVertexDataTangents(std::vector<aiVector3D>& tangents_out,
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}
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}
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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static const std::string BinormalIndexToken = "BinormalIndex";
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static const char * BinormalIndexToken = "BinormalIndex";
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static const std::string BinormalsIndexToken = "BinormalsIndex";
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static const char * BinormalsIndexToken = "BinormalsIndex";
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void MeshGeometry::ReadVertexDataBinormals(std::vector<aiVector3D>& binormals_out, const Scope& source,
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void MeshGeometry::ReadVertexDataBinormals(std::vector<aiVector3D>& binormals_out, const Scope& source,
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const std::string& MappingInformationType,
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const std::string& MappingInformationType,
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const std::string& ReferenceInformationType)
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const std::string& ReferenceInformationType)
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{
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{
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const char * str = source.Elements().count( "Binormals" ) > 0 ? "Binormals" : "Binormal";
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const char * str = source.Elements().count( "Binormals" ) > 0 ? "Binormals" : "Binormal";
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const char * strIdx = source.Elements().count( "Binormals" ) > 0 ? BinormalsIndexToken.c_str() : BinormalIndexToken.c_str();
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const char * strIdx = source.Elements().count( "Binormals" ) > 0 ? BinormalsIndexToken : BinormalIndexToken;
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ResolveVertexDataArray(binormals_out,source,MappingInformationType,ReferenceInformationType,
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ResolveVertexDataArray(binormals_out,source,MappingInformationType,ReferenceInformationType,
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str,
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str,
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strIdx,
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strIdx,
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