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@@ -344,16 +344,18 @@ void MD2Importer::InternReadFile(
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vec.x += pcFrame->translate[0];
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// (flip z and y component)
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- vec.z = (float)pcVerts[iIndex].vertex[1] * pcFrame->scale[1];
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- vec.z += pcFrame->translate[1];
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+ // FIX: no .... invert y instead
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+ vec.y = (float)pcVerts[iIndex].vertex[1] * pcFrame->scale[1];
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+ vec.y += pcFrame->translate[1];
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+ vec.y *= -1.0f;
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- vec.y = (float)pcVerts[iIndex].vertex[2] * pcFrame->scale[2];
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- vec.y += pcFrame->translate[2];
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+ vec.z = (float)pcVerts[iIndex].vertex[2] * pcFrame->scale[2];
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+ vec.z += pcFrame->translate[2];
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// read the normal vector from the precalculated normal table
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aiVector3D& vNormal = pcMesh->mNormals[iCurrent];
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LookupNormalIndex(pcVerts[iIndex].lightNormalIndex,vNormal);
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- std::swap ( vNormal.y,vNormal.z );
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+ vNormal.y *= -1.0f;
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// validate texture coordinates
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if (pcTriangles[iIndex].textureIndices[c] >= this->m_pcHeader->numTexCoords)
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@@ -407,18 +409,16 @@ void MD2Importer::InternReadFile(
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vec.x = (float)pcVerts[iIndex].vertex[0] * pcFrame->scale[0];
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vec.x += pcFrame->translate[0];
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-
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- // (flip z and y component)
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vec.z = (float)pcVerts[iIndex].vertex[1] * pcFrame->scale[1];
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vec.z += pcFrame->translate[1];
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-
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vec.y = (float)pcVerts[iIndex].vertex[2] * pcFrame->scale[2];
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vec.y += pcFrame->translate[2];
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+ vec.y *= -1.f;
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// read the normal vector from the precalculated normal table
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aiVector3D& vNormal = pcMesh->mNormals[iCurrent];
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LookupNormalIndex(pcVerts[iIndex].lightNormalIndex,vNormal);
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- std::swap ( vNormal.y,vNormal.z );
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+ vNormal.y *= -1.0f;
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}
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// FIX: flip the face order for use with OpenGL
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pScene->mMeshes[0]->mFaces[i].mIndices[0] = iTemp+2;
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