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Apply same changes to SSkinMeshBuffer

This commit is contained in:
sfan5 2024-08-28 17:59:53 +02:00
parent 47e4c33a50
commit 435a89b5a4
3 changed files with 135 additions and 158 deletions

View file

@ -273,12 +273,12 @@ bool CXMeshFileLoader::load(io::IReadFile *file)
}
if (mesh->TCoords2.size()) {
for (i = 0; i != mesh->Buffers.size(); ++i) {
mesh->Buffers[i]->Vertices_2TCoords.reserve(vCountArray[i]);
mesh->Buffers[i]->Vertices_2TCoords->Data.reserve(vCountArray[i]);
mesh->Buffers[i]->VertexType = video::EVT_2TCOORDS;
}
} else {
for (i = 0; i != mesh->Buffers.size(); ++i)
mesh->Buffers[i]->Vertices_Standard.reserve(vCountArray[i]);
mesh->Buffers[i]->Vertices_Standard->Data.reserve(vCountArray[i]);
}
verticesLinkIndex.set_used(mesh->Vertices.size());
@ -290,14 +290,14 @@ bool CXMeshFileLoader::load(io::IReadFile *file)
scene::SSkinMeshBuffer *buffer = mesh->Buffers[verticesLinkBuffer[i]];
if (mesh->TCoords2.size()) {
verticesLinkIndex[i] = buffer->Vertices_2TCoords.size();
buffer->Vertices_2TCoords.emplace_back(mesh->Vertices[i]);
verticesLinkIndex[i] = buffer->Vertices_2TCoords->getCount();
buffer->Vertices_2TCoords->Data.emplace_back(mesh->Vertices[i]);
// We have a problem with correct tcoord2 handling here
// crash fixed for now by checking the values
buffer->Vertices_2TCoords.back().TCoords2 = (i < mesh->TCoords2.size()) ? mesh->TCoords2[i] : mesh->Vertices[i].TCoords;
buffer->Vertices_2TCoords->Data.back().TCoords2 = (i < mesh->TCoords2.size()) ? mesh->TCoords2[i] : mesh->Vertices[i].TCoords;
} else {
verticesLinkIndex[i] = buffer->Vertices_Standard.size();
buffer->Vertices_Standard.push_back(mesh->Vertices[i]);
verticesLinkIndex[i] = buffer->Vertices_Standard->getCount();
buffer->Vertices_Standard->Data.push_back(mesh->Vertices[i]);
}
}
@ -306,13 +306,13 @@ bool CXMeshFileLoader::load(io::IReadFile *file)
for (i = 0; i < mesh->FaceMaterialIndices.size(); ++i)
++vCountArray[mesh->FaceMaterialIndices[i]];
for (i = 0; i != mesh->Buffers.size(); ++i)
mesh->Buffers[i]->Indices.reserve(vCountArray[i]);
mesh->Buffers[i]->Indices->Data.reserve(vCountArray[i]);
delete[] vCountArray;
// create indices per buffer
for (i = 0; i < mesh->FaceMaterialIndices.size(); ++i) {
scene::SSkinMeshBuffer *buffer = mesh->Buffers[mesh->FaceMaterialIndices[i]];
for (u32 id = i * 3 + 0; id != i * 3 + 3; ++id) {
buffer->Indices.push_back(verticesLinkIndex[mesh->Indices[id]]);
buffer->Indices->Data.push_back(verticesLinkIndex[mesh->Indices[id]]);
}
}
}