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make maxBonesPerSkin static

Nicolas Cannasse 4 年之前
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9db890b1a0
共有 2 个文件被更改,包括 3 次插入3 次删除
  1. 1 1
      hxd/fmt/fbx/BaseLibrary.hx
  2. 2 2
      hxd/fmt/fbx/HMDOut.hx

+ 1 - 1
hxd/fmt/fbx/BaseLibrary.hx

@@ -128,7 +128,7 @@ class BaseLibrary {
 	/**
 		If there are too many bones, the model will be split in separate render passes.
 	**/
-	public var maxBonesPerSkin = 34;
+	public static var maxBonesPerSkin = 34;
 
 	/**
 		Consider unskinned joints to be simple objects

+ 2 - 2
hxd/fmt/fbx/HMDOut.hx

@@ -597,10 +597,10 @@ class HMDOut extends BaseLibrary {
 					if( c.isJoint )
 						rootJoints.push(c.joint);
 				skin = createSkin(hskins, tmpGeom, rootJoints, bonesPerVertex);
-				if( skin.boundJoints.length > maxBonesPerSkin ) {
+				if( skin.boundJoints.length > BaseLibrary.maxBonesPerSkin ) {
 					var g = new hxd.fmt.fbx.Geometry(this, g);
 					var idx = g.getIndexes();
-					skin.split(maxBonesPerSkin, [for( i in idx.idx ) idx.vidx[i]], mids.length > 1 ? g.getMaterialByTriangle() : null);
+					skin.split(BaseLibrary.maxBonesPerSkin, [for( i in idx.idx ) idx.vidx[i]], mids.length > 1 ? g.getMaterialByTriangle() : null);
 				}
 				model.skin = makeSkin(skin, o.skin);
 			}