Fix indentation

This commit is contained in:
Daniel Hritzkiv
2017-09-05 16:39:34 -04:00
parent 44757af34a
commit 54dd4804cd

View File

@@ -306,7 +306,7 @@ void glTF2Importer::ImportMeshes(glTF2::Asset& r)
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) {
@@ -339,16 +339,17 @@ void glTF2Importer::ImportMeshes(glTF2::Asset& r)
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]);
@@ -362,7 +363,7 @@ void glTF2Importer::ImportMeshes(glTF2::Asset& r)
if (prim.indices) {
aiFace* faces = 0;
aiFace* faces = 0;
unsigned int nFaces = 0;
unsigned int count = prim.indices->count;
@@ -638,7 +639,7 @@ void glTF2Importer::InternReadFile(const std::string& pFile, aiScene* pScene, IO
// 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);