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@@ -420,6 +420,9 @@ void MD5Importer::LoadMD5MeshFile ()
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// generate unique vertices in our internal verbose format
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// generate unique vertices in our internal verbose format
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MakeDataUnique(meshSrc);
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MakeDataUnique(meshSrc);
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+ std::string name( meshSrc.mShader.C_Str() );
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+ name += ".msh";
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+ mesh->mName = name;
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mesh->mNumVertices = (unsigned int) meshSrc.mVertices.size();
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mesh->mNumVertices = (unsigned int) meshSrc.mVertices.size();
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mesh->mVertices = new aiVector3D[mesh->mNumVertices];
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mesh->mVertices = new aiVector3D[mesh->mNumVertices];
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mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices];
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mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumVertices];
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@@ -471,7 +474,6 @@ void MD5Importer::LoadMD5MeshFile ()
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MD5::ConvertQuaternion( boneSrc.mRotationQuat, boneSrc.mRotationQuatConverted );
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MD5::ConvertQuaternion( boneSrc.mRotationQuat, boneSrc.mRotationQuatConverted );
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}
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}
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- //unsigned int g = 0;
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pv = mesh->mVertices;
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pv = mesh->mVertices;
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for (MD5::VertexList::const_iterator iter = meshSrc.mVertices.begin();iter != meshSrc.mVertices.end();++iter,++pv) {
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for (MD5::VertexList::const_iterator iter = meshSrc.mVertices.begin();iter != meshSrc.mVertices.end();++iter,++pv) {
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// compute the final vertex position from all single weights
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// compute the final vertex position from all single weights
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@@ -559,7 +561,9 @@ void MD5Importer::LoadMD5MeshFile ()
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// set this also as material name
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// set this also as material name
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mat->AddProperty(&meshSrc.mShader,AI_MATKEY_NAME);
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mat->AddProperty(&meshSrc.mShader,AI_MATKEY_NAME);
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}
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}
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- else mat->AddProperty(&meshSrc.mShader,AI_MATKEY_TEXTURE_DIFFUSE(0));
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+ else {
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+ mat->AddProperty(&meshSrc.mShader, AI_MATKEY_TEXTURE_DIFFUSE(0));
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+ }
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mesh->mMaterialIndex = n++;
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mesh->mMaterialIndex = n++;
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}
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}
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#endif
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#endif
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