FBX Export: relax bindpose matrix check slightly.

Apparently +/- 1e-5 is too strict.
This commit is contained in:
Tommy
2018-03-29 14:29:02 +02:00
parent 39d9878429
commit 070acfbadd

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@@ -1784,7 +1784,7 @@ void FBXExporter::WriteObjects ()
// this should be the same as the bone's mOffsetMatrix.
// if it's not the same, the skeleton isn't in the bind pose.
const float epsilon = 1e-5f; // some error is to be expected
const float epsilon = 1e-4f; // some error is to be expected
bool bone_xform_okay = true;
if (b && ! tr.Equal(b->mOffsetMatrix, epsilon)) {
not_in_bind_pose.insert(b);