Fixed 3DS, ASE, MD3 and Q3D orientation after Schrompf' recent changes to the RH-LH conversion.
WIP version of animation support in the 3DS loader. Still hoping to find out why the pivots aren't handled correctly ... Added first draft of a B3D loader provided by Mark Sibly. Moved DeterminePType-Step to ScenePreprocessor. Small LWO fix. Still texturing problems. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@231 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
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@@ -297,14 +297,14 @@ 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*AI_MD3_XYZ_SCALE;
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pcMesh->mVertices[iCurrent].y = pcVertices[ pcTriangles->INDEXES[c]].Y*-1.0f*AI_MD3_XYZ_SCALE;
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pcMesh->mVertices[iCurrent].y = pcVertices[ pcTriangles->INDEXES[c]].Y*AI_MD3_XYZ_SCALE;
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pcMesh->mVertices[iCurrent].z = pcVertices[ pcTriangles->INDEXES[c]].Z*AI_MD3_XYZ_SCALE;
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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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pcMesh->mNormals[iCurrent].y *= -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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