Bug fixes in modelloading
This commit is contained in:
@@ -47,7 +47,7 @@ void Model::processNode(aiNode *node, const aiScene *scene) {
|
||||
Mesh Model::processMesh(aiMesh *mesh, const aiScene *scene) {
|
||||
std::vector<Vertex> vertices;
|
||||
std::vector<uint32_t> indices;
|
||||
std::vector<Texture> textures;
|
||||
std::vector<Texture*> textures;
|
||||
|
||||
for(uint i = 0; i < mesh->mNumVertices; i++) {
|
||||
Vertex vertex;
|
||||
@@ -65,7 +65,7 @@ Mesh Model::processMesh(aiMesh *mesh, const aiScene *scene) {
|
||||
vector.z = mesh->mNormals[i].z;
|
||||
vertex.normalVec = vector;
|
||||
|
||||
// Texture
|
||||
// Texture UV mapping
|
||||
if(mesh->mTextureCoords[0]) {
|
||||
glm::vec2 vec;
|
||||
vec.x = mesh->mTextureCoords[0][i].x;
|
||||
@@ -89,19 +89,19 @@ Mesh Model::processMesh(aiMesh *mesh, const aiScene *scene) {
|
||||
// Material
|
||||
if(mesh->mMaterialIndex >= 0) {
|
||||
aiMaterial *material = scene->mMaterials[mesh->mMaterialIndex];
|
||||
std::vector<Texture> diffuseMaps = loadMaterialTextures(material, aiTextureType_DIFFUSE, texture_diffuse);
|
||||
std::vector<Texture*> diffuseMaps = loadMaterialTextures(material, aiTextureType_DIFFUSE, texture_diffuse);
|
||||
textures.insert(textures.end(), diffuseMaps.begin(), diffuseMaps.end());
|
||||
|
||||
std::vector<Texture> specularMaps = loadMaterialTextures(material, aiTextureType_SPECULAR, texture_specular);
|
||||
std::vector<Texture*> specularMaps = loadMaterialTextures(material, aiTextureType_SPECULAR, texture_specular);
|
||||
textures.insert(textures.end(), specularMaps.begin(), specularMaps.end());
|
||||
}
|
||||
|
||||
return Mesh(vertices, indices, textures);
|
||||
}
|
||||
|
||||
std::vector<Texture> Model::loadMaterialTextures(aiMaterial *mat, aiTextureType type, uint8_t textureType) {
|
||||
std::vector<Texture*> Model::loadMaterialTextures(aiMaterial *mat, aiTextureType type, uint8_t textureType) {
|
||||
|
||||
std::vector<Texture> textures;
|
||||
std::vector<Texture*> textures;
|
||||
for(uint i = 0; i < mat->GetTextureCount(type); i++) {
|
||||
aiString filename;
|
||||
mat->GetTexture(type, i, &filename);
|
||||
@@ -109,7 +109,7 @@ std::vector<Texture> Model::loadMaterialTextures(aiMaterial *mat, aiTextureType
|
||||
bool skip = 0;
|
||||
for(uint j = 0; j < loadedTextures.size(); j++) {
|
||||
if(std::strcmp(loadedTextures[j].getPath().data(), filename.C_Str()) == 0) {
|
||||
textures.push_back(loadedTextures[j]);
|
||||
textures.push_back(&loadedTextures[j]);
|
||||
skip = 1;
|
||||
break;
|
||||
}
|
||||
@@ -118,11 +118,10 @@ std::vector<Texture> Model::loadMaterialTextures(aiMaterial *mat, aiTextureType
|
||||
if(!skip) {
|
||||
std::string path = directory + '/' + filename.C_Str();
|
||||
Texture texture(path.c_str(), textureType);
|
||||
textures.push_back(texture);
|
||||
textures.push_back(&texture);
|
||||
loadedTextures.push_back(texture);
|
||||
}
|
||||
}
|
||||
|
||||
loadedTextures.clear();
|
||||
|
||||
return textures;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user