Fix #5632 by reverting fraction of d6aacefa1e
where Collada texcoords are renumbered to avoid empty slots.
parent
1ccc82f2c4
commit
c4cfd50dec
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@ -625,16 +625,14 @@ aiMesh *ColladaLoader::CreateMesh(const ColladaParser &pParser, const Mesh *pSrc
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}
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}
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// same for texture coords, as many as we have
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// same for texture coords, as many as we have
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// empty slots are not allowed, need to pack and adjust UV indexes accordingly
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for (size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) {
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for (size_t a = 0, real = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) {
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if (pSrcMesh->mTexCoords[a].size() >= pStartVertex + numVertices) {
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if (pSrcMesh->mTexCoords[a].size() >= pStartVertex + numVertices) {
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dstMesh->mTextureCoords[real] = new aiVector3D[numVertices];
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dstMesh->mTextureCoords[a] = new aiVector3D[numVertices];
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for (size_t b = 0; b < numVertices; ++b) {
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for (size_t b = 0; b < numVertices; ++b) {
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dstMesh->mTextureCoords[real][b] = pSrcMesh->mTexCoords[a][pStartVertex + b];
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dstMesh->mTextureCoords[a][b] = pSrcMesh->mTexCoords[a][pStartVertex + b];
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}
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}
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dstMesh->mNumUVComponents[real] = pSrcMesh->mNumUVComponents[a];
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dstMesh->mNumUVComponents[a] = pSrcMesh->mNumUVComponents[a];
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++real;
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}
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}
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}
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}
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