Fixed orientation of MD2, MD3 and 3DS models.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@75 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
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@@ -251,19 +251,18 @@ void MD3Importer::InternReadFile(
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{
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// read vertices
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pcMesh->mVertices[iCurrent].x = pcVertices[ pcTriangles->INDEXES[c]].X;
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pcMesh->mVertices[iCurrent].y = pcVertices[ pcTriangles->INDEXES[c]].Y;
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pcMesh->mVertices[iCurrent].z = pcVertices[ pcTriangles->INDEXES[c]].Z*-1.0f;
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pcMesh->mVertices[iCurrent].y = pcVertices[ pcTriangles->INDEXES[c]].Y*-1.0f;
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pcMesh->mVertices[iCurrent].z = pcVertices[ pcTriangles->INDEXES[c]].Z;
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// convert the normal vector to uncompressed float3 format
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LatLngNormalToVec3(pcVertices[pcTriangles->INDEXES[c]].NORMAL,
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(float*)&pcMesh->mNormals[iCurrent]);
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//std::swap(pcMesh->mNormals[iCurrent].z,pcMesh->mNormals[iCurrent].y);
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pcMesh->mNormals[iCurrent].z *= -1.0f;
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pcMesh->mNormals[iCurrent].y *= -1.0f;
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// read texture coordinates
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pcMesh->mTextureCoords[0][iCurrent].x = pcUVs[ pcTriangles->INDEXES[c]].U;
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pcMesh->mTextureCoords[0][iCurrent].y = 1.0f - pcUVs[ pcTriangles->INDEXES[c]].V;
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pcMesh->mTextureCoords[0][iCurrent].y = 1.0f-pcUVs[ pcTriangles->INDEXES[c]].V;
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}
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// FIX: flip the face ordering for use with OpenGL
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pcMesh->mFaces[i].mIndices[0] = iTemp+2;
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