From 86738fee2a87c74387e2dbd6ac0eaf34c4100fa5 Mon Sep 17 00:00:00 2001 From: Xiao Qi Date: Tue, 24 Jan 2023 19:15:31 +0800 Subject: [PATCH] Turned off preprocessing flags that messed with rig/bone data --- src/Libraries/MeshCompiler.cpp | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/src/Libraries/MeshCompiler.cpp b/src/Libraries/MeshCompiler.cpp index c518bbe..8c4723f 100644 --- a/src/Libraries/MeshCompiler.cpp +++ b/src/Libraries/MeshCompiler.cpp @@ -288,12 +288,12 @@ namespace SH_COMP aiProcess_Triangulate // Make sure we get triangles rather than nvert polygons | aiProcess_GenUVCoords // Convert any type of mapping to uv mapping | aiProcess_TransformUVCoords // preprocess UV transformations (scaling, translation ...) - | aiProcess_FindInstances // search for instanced meshes and remove them by references to one master + //| aiProcess_FindInstances // search for instanced meshes and remove them by references to one master | aiProcess_CalcTangentSpace // calculate tangents and bitangents if possible - | aiProcess_JoinIdenticalVertices // join identical vertices/ optimize indexing - | aiProcess_FindInvalidData // detect invalid model data, such as invalid normal vector + //| aiProcess_JoinIdenticalVertices // join identical vertices/ optimize indexing + //| aiProcess_FindInvalidData // detect invalid model data, such as invalid normal vector | aiProcess_FlipUVs // flip the V to match the Vulkans way of doing UVs - | aiProcess_ValidateDataStructure // checks all bones, animations and vertices are linked correctly + //| aiProcess_ValidateDataStructure // checks all bones, animations and vertices are linked correctly //| aiProcess_LimitBoneWeights // Limit number of bones effect vertices to 4 );