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Encoder: Check for empty MeshParts before adding

Due to the way Blender behaves, sometimes some meshes end up having
empty MeshParts in the exported FBX. This causes unnecessary draw calls.
Üstün Ergenoglu 10 年之前
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23d4997ff9
共有 1 个文件被更改,包括 2 次插入1 次删除
  1. 2 1
      tools/encoder/src/FBXSceneEncoder.cpp

+ 2 - 1
tools/encoder/src/FBXSceneEncoder.cpp

@@ -1243,7 +1243,8 @@ Mesh* FBXSceneEncoder::loadMesh(FbxMesh* fbxMesh)
     const size_t meshpartsSize = meshParts.size();
     const size_t meshpartsSize = meshParts.size();
     for (size_t i = 0; i < meshpartsSize; ++i)
     for (size_t i = 0; i < meshpartsSize; ++i)
     {
     {
-        mesh->addMeshPart(meshParts[i]);
+        if (meshParts[i]->getIndicesCount() > 0)
+            mesh->addMeshPart(meshParts[i]);
     }
     }
 
 
     // The order that the vertex elements are add to the list matters.
     // The order that the vertex elements are add to the list matters.