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GLTF exporter: ensure buffer view byte offsets are correctly aligned
author
jamesgk
<jamesgk19@gmail.com>
Tue, 20 Jun 2017 21:15:41 +0000
(14:15 -0700)
committer
jamesgk
<jamesgk19@gmail.com>
Wed, 21 Jun 2017 16:58:24 +0000
(09:58 -0700)
code/glTFExporter.cpp
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diff --git
a/code/glTFExporter.cpp
b/code/glTFExporter.cpp
index
695fda7
..
aeb5069
100644
(file)
--- a/
code/glTFExporter.cpp
+++ b/
code/glTFExporter.cpp
@@
-185,8
+185,11
@@
inline Ref<Accessor> ExportData(Asset& a, std::string& meshName, Ref<Buffer>& bu
unsigned int bytesPerComp = ComponentTypeSize(compType);
size_t offset = buffer->byteLength;
+ // make sure offset is correctly byte-aligned, as required by spec
+ size_t padding = offset % bytesPerComp;
+ offset += padding;
size_t length = count * numCompsOut * bytesPerComp;
- buffer->Grow(length);
+ buffer->Grow(length
+ padding
);
// bufferView
Ref<BufferView> bv = a.bufferViews.Create(a.FindUniqueID(meshName, "view"));