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FBX Export: relax bindpose matrix check slightly.

Apparently +/- 1e-5 is too strict.
Tommy 7 年之前
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共有 1 個文件被更改,包括 1 次插入1 次删除
  1. 1 1
      code/FBXExporter.cpp

+ 1 - 1
code/FBXExporter.cpp

@@ -1784,7 +1784,7 @@ void FBXExporter::WriteObjects ()
 
             // this should be the same as the bone's mOffsetMatrix.
             // if it's not the same, the skeleton isn't in the bind pose.
-            const float epsilon = 1e-5f; // some error is to be expected
+            const float epsilon = 1e-4f; // some error is to be expected
             bool bone_xform_okay = true;
             if (b && ! tr.Equal(b->mOffsetMatrix, epsilon)) {
                 not_in_bind_pose.insert(b);