- initiate texture coordinate array.

- use correct number of vertices for vertex array,

Signed-off-by: Kim Kulling <kim.kulling@googlemail.com>
pull/522/merge
Kim Kulling 2015-04-05 21:19:47 +02:00
parent c0e3540ec1
commit df1134b1a3
1 changed files with 15 additions and 12 deletions

View File

@ -176,20 +176,23 @@ namespace OpenGEX {
USE_ODDLPARSER_NS
OpenGEXImporter::VertexContainer::VertexContainer()
: m_numVerts()
: m_numVerts( 0 )
, m_vertices()
, m_numNormals()
, m_numNormals( 0 )
, m_normals()
, m_textureCoords()
, m_numUVComps() {
::memset( &m_numUVComps[ 0 ], 0, sizeof( size_t )*AI_MAX_NUMBER_OF_TEXTURECOORDS );
::memset( &m_numUVComps[ 0 ], 0, sizeof( size_t )*AI_MAX_NUMBER_OF_TEXTURECOORDS );
for( size_t i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; i++ ) {
m_textureCoords[ i ] = NULL;
}
}
OpenGEXImporter::VertexContainer::~VertexContainer() {
delete[] m_vertices;
delete[] m_normals;
for( size_t i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; i++ ) {
delete[] m_textureCoords[ i ];
delete [] m_textureCoords[ i ];
}
}
@ -680,8 +683,8 @@ void OpenGEXImporter::handleIndexArrayNode( ODDLParser::DDLNode *node, aiScene *
m_currentMesh->mNumFaces = numItems;
m_currentMesh->mFaces = new aiFace[ numItems ];
m_currentMesh->mNumVertices = numItems * 3;
m_currentMesh->mVertices = new aiVector3D[ m_currentVertices.m_numVerts ];
m_currentMesh->mNormals = new aiVector3D[ m_currentVertices.m_numVerts ];
m_currentMesh->mVertices = new aiVector3D[ m_currentMesh->mNumVertices ];
m_currentMesh->mNormals = new aiVector3D[ m_currentMesh->mNumVertices ];
m_currentMesh->mNumUVComponents[ 0 ] = numItems * 3;
m_currentMesh->mTextureCoords[ 0 ] = new aiVector3D[ m_currentVertices.m_numUVComps[ 0 ] ];
@ -695,14 +698,14 @@ void OpenGEXImporter::handleIndexArrayNode( ODDLParser::DDLNode *node, aiScene *
const int idx = next->getInt32();
ai_assert( idx <= m_currentVertices.m_numVerts );
aiVector3D pos = ( m_currentVertices.m_vertices[ idx ] );
aiVector3D normal = ( m_currentVertices.m_normals[ idx ] );
aiVector3D tex = ( m_currentVertices.m_textureCoords[ 0 ][ idx ] );
aiVector3D &pos = ( m_currentVertices.m_vertices[ idx ] );
aiVector3D &normal = ( m_currentVertices.m_normals[ idx ] );
aiVector3D &tex = ( m_currentVertices.m_textureCoords[ 0 ][ idx ] );
ai_assert( index < m_currentMesh->mNumVertices );
m_currentMesh->mVertices[ index ] = pos;
m_currentMesh->mNormals[ index ] = normal;
m_currentMesh->mTextureCoords[0][ index ] = tex;
m_currentMesh->mVertices[ index ].Set( pos.x, pos.y, pos.z );
m_currentMesh->mNormals[ index ].Set( normal.x, normal.y, normal.z );
m_currentMesh->mTextureCoords[0][ index ].Set( tex.x, tex.y, tex.z );
current.mIndices[ indices ] = index;
index++;