- removed implementation headers from the public interface
- corrected a few places that did not include those headers by other means - Bugfix: SkeletonMeshBuilder should now finally work correctly when skipping invalid node connections git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@203 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
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@@ -101,6 +101,7 @@ void SkeletonMeshBuilder::CreateGeometry( const aiNode* pNode)
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aiVector3D front = (up ^ orth).Normalize();
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aiVector3D side = (front ^ up).Normalize();
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unsigned int localVertexStart = mVertices.size();
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mVertices.push_back( -front * distanceToChild * 0.1f);
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mVertices.push_back( childpos);
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mVertices.push_back( -side * distanceToChild * 0.1f);
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@@ -114,7 +115,6 @@ void SkeletonMeshBuilder::CreateGeometry( const aiNode* pNode)
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mVertices.push_back( childpos);
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mVertices.push_back( -front * distanceToChild * 0.1f);
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unsigned localVertexStart = vertexStartIndex + a * 12;
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mFaces.push_back( Face( localVertexStart + 0, localVertexStart + 1, localVertexStart + 2));
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mFaces.push_back( Face( localVertexStart + 3, localVertexStart + 4, localVertexStart + 5));
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mFaces.push_back( Face( localVertexStart + 6, localVertexStart + 7, localVertexStart + 8));
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