- initiate texture coordinate array.
- use correct number of vertices for vertex array, Signed-off-by: Kim Kulling <kim.kulling@googlemail.com>pull/522/merge
parent
c0e3540ec1
commit
df1134b1a3
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@ -176,20 +176,23 @@ namespace OpenGEX {
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USE_ODDLPARSER_NS
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OpenGEXImporter::VertexContainer::VertexContainer()
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: m_numVerts()
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: m_numVerts( 0 )
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, m_vertices()
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, m_numNormals()
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, m_numNormals( 0 )
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, m_normals()
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, m_textureCoords()
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, m_numUVComps() {
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::memset( &m_numUVComps[ 0 ], 0, sizeof( size_t )*AI_MAX_NUMBER_OF_TEXTURECOORDS );
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::memset( &m_numUVComps[ 0 ], 0, sizeof( size_t )*AI_MAX_NUMBER_OF_TEXTURECOORDS );
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for( size_t i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; i++ ) {
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m_textureCoords[ i ] = NULL;
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}
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}
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OpenGEXImporter::VertexContainer::~VertexContainer() {
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delete[] m_vertices;
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delete[] m_normals;
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for( size_t i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; i++ ) {
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delete[] m_textureCoords[ i ];
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delete [] m_textureCoords[ i ];
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}
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}
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@ -680,8 +683,8 @@ void OpenGEXImporter::handleIndexArrayNode( ODDLParser::DDLNode *node, aiScene *
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m_currentMesh->mNumFaces = numItems;
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m_currentMesh->mFaces = new aiFace[ numItems ];
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m_currentMesh->mNumVertices = numItems * 3;
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m_currentMesh->mVertices = new aiVector3D[ m_currentVertices.m_numVerts ];
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m_currentMesh->mNormals = new aiVector3D[ m_currentVertices.m_numVerts ];
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m_currentMesh->mVertices = new aiVector3D[ m_currentMesh->mNumVertices ];
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m_currentMesh->mNormals = new aiVector3D[ m_currentMesh->mNumVertices ];
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m_currentMesh->mNumUVComponents[ 0 ] = numItems * 3;
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m_currentMesh->mTextureCoords[ 0 ] = new aiVector3D[ m_currentVertices.m_numUVComps[ 0 ] ];
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@ -695,14 +698,14 @@ void OpenGEXImporter::handleIndexArrayNode( ODDLParser::DDLNode *node, aiScene *
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const int idx = next->getInt32();
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ai_assert( idx <= m_currentVertices.m_numVerts );
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aiVector3D pos = ( m_currentVertices.m_vertices[ idx ] );
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aiVector3D normal = ( m_currentVertices.m_normals[ idx ] );
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aiVector3D tex = ( m_currentVertices.m_textureCoords[ 0 ][ idx ] );
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aiVector3D &pos = ( m_currentVertices.m_vertices[ idx ] );
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aiVector3D &normal = ( m_currentVertices.m_normals[ idx ] );
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aiVector3D &tex = ( m_currentVertices.m_textureCoords[ 0 ][ idx ] );
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ai_assert( index < m_currentMesh->mNumVertices );
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m_currentMesh->mVertices[ index ] = pos;
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m_currentMesh->mNormals[ index ] = normal;
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m_currentMesh->mTextureCoords[0][ index ] = tex;
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m_currentMesh->mVertices[ index ].Set( pos.x, pos.y, pos.z );
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m_currentMesh->mNormals[ index ].Set( normal.x, normal.y, normal.z );
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m_currentMesh->mTextureCoords[0][ index ].Set( tex.x, tex.y, tex.z );
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current.mIndices[ indices ] = index;
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index++;
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