Set mNumUVComponents to 0 when deleting texture coordinate sets
parent
938c02a358
commit
cc4531459f
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@ -360,10 +360,13 @@ int FindInvalidDataProcess::ProcessMesh (aiMesh* pMesh)
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// process texture coordinates
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for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS && pMesh->mTextureCoords[i];++i) {
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if (ProcessArray(pMesh->mTextureCoords[i],pMesh->mNumVertices,"uvcoords",dirtyMask)) {
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pMesh->mNumUVComponents[i] = 0;
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// delete all subsequent texture coordinate sets.
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for (unsigned int a = i+1; a < AI_MAX_NUMBER_OF_TEXTURECOORDS;++a) {
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delete[] pMesh->mTextureCoords[a]; pMesh->mTextureCoords[a] = NULL;
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for (unsigned int a = i + 1; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) {
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delete[] pMesh->mTextureCoords[a];
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pMesh->mTextureCoords[a] = NULL;
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pMesh->mNumUVComponents[a] = 0;
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}
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ret = true;
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}
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