Ogre: Improvements on loading Skeleton and Animation Keys (nearly working now!)

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@1199 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
jonathanklein
2012-03-13 13:59:07 +00:00
parent df7f177794
commit 761c974fde
2 changed files with 31 additions and 20 deletions

View File

@@ -128,12 +128,15 @@ void OgreImporter::ReadSubMesh(SubMesh &theSubMesh, XmlReader *Reader)
unsigned int VertexId=GetAttribute<int>(Reader, "vertexindex");
NewWeight.BoneId=GetAttribute<int>(Reader, "boneindex");
NewWeight.Value=GetAttribute<float>(Reader, "weight");
theSubMesh.BonesUsed=max(theSubMesh.BonesUsed, NewWeight.BoneId+1);//calculate the number of bones used (this is the highest id +1 becuase bone ids start at 0)
//calculate the number of bones used (this is the highest id +1 becuase bone ids start at 0)
theSubMesh.BonesUsed=max(theSubMesh.BonesUsed, NewWeight.BoneId+1);
theSubMesh.Weights[VertexId].push_back(NewWeight);
//Once i had this line, and than i got only every second boneassignment,
//but my first test models had even boneassignment counts, so i thougt, everything would work. And yes, i HATE irrXML!!!
//but my first test models had even boneassignment counts, so i thougt, everything would work.
//And yes, i HATE irrXML!!!
//XmlRead(Reader);
}