Fix #5632 by reverting fraction of d6aacefa1e where Collada texcoords are renumbered to avoid empty slots.

pull/5636/head
Stepan Hrbek 2024-06-26 08:17:32 +02:00
parent 1ccc82f2c4
commit c4cfd50dec
1 changed files with 4 additions and 6 deletions

View File

@ -625,16 +625,14 @@ aiMesh *ColladaLoader::CreateMesh(const ColladaParser &pParser, const Mesh *pSrc
}
// same for texture coords, as many as we have
// empty slots are not allowed, need to pack and adjust UV indexes accordingly
for (size_t a = 0, real = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) {
for (size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) {
if (pSrcMesh->mTexCoords[a].size() >= pStartVertex + numVertices) {
dstMesh->mTextureCoords[real] = new aiVector3D[numVertices];
dstMesh->mTextureCoords[a] = new aiVector3D[numVertices];
for (size_t b = 0; b < numVertices; ++b) {
dstMesh->mTextureCoords[real][b] = pSrcMesh->mTexCoords[a][pStartVertex + b];
dstMesh->mTextureCoords[a][b] = pSrcMesh->mTexCoords[a][pStartVertex + b];
}
dstMesh->mNumUVComponents[real] = pSrcMesh->mNumUVComponents[a];
++real;
dstMesh->mNumUVComponents[a] = pSrcMesh->mNumUVComponents[a];
}
}