for (unsigned int m = 0; m < r.meshes.Size(); ++m) {
Mesh& mesh = r.meshes[m];
- meshOffsets.push_back(k);
+ meshOffsets.push_back(k);
k += unsigned(mesh.primitives.size());
for (unsigned int p = 0; p < mesh.primitives.size(); ++p) {
case PrimitiveMode_TRIANGLE_FAN:
aim->mPrimitiveTypes |= aiPrimitiveType_TRIANGLE;
break;
+
}
Mesh::Primitive::Attributes& attr = prim.attributes;
- if (attr.position.size() > 0 && attr.position[0]) {
+ if (attr.position.size() > 0 && attr.position[0]) {
aim->mNumVertices = attr.position[0]->count;
attr.position[0]->ExtractData(aim->mVertices);
- }
+ }
- if (attr.normal.size() > 0 && attr.normal[0]) attr.normal[0]->ExtractData(aim->mNormals);
+ if (attr.normal.size() > 0 && attr.normal[0]) attr.normal[0]->ExtractData(aim->mNormals);
for (size_t tc = 0; tc < attr.texcoord.size() && tc < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++tc) {
attr.texcoord[tc]->ExtractData(aim->mTextureCoords[tc]);
if (prim.indices) {
- aiFace* faces = 0;
+ aiFace* faces = 0;
unsigned int nFaces = 0;
unsigned int count = prim.indices->count;
// TODO: it does not split the loaded vertices, should it?
//pScene->mFlags |= AI_SCENE_FLAGS_NON_VERBOSE_FORMAT;
- MakeVerboseFormatProcess process;
+ MakeVerboseFormatProcess process;
process.Execute(pScene);