Turned off preprocessing flags that messed with rig/bone data
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@ -288,12 +288,12 @@ namespace SH_COMP
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aiProcess_Triangulate // Make sure we get triangles rather than nvert polygons
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aiProcess_Triangulate // Make sure we get triangles rather than nvert polygons
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| aiProcess_GenUVCoords // Convert any type of mapping to uv mapping
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| aiProcess_GenUVCoords // Convert any type of mapping to uv mapping
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| aiProcess_TransformUVCoords // preprocess UV transformations (scaling, translation ...)
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| aiProcess_TransformUVCoords // preprocess UV transformations (scaling, translation ...)
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| aiProcess_FindInstances // search for instanced meshes and remove them by references to one master
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//| aiProcess_FindInstances // search for instanced meshes and remove them by references to one master
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| aiProcess_CalcTangentSpace // calculate tangents and bitangents if possible
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| aiProcess_CalcTangentSpace // calculate tangents and bitangents if possible
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| aiProcess_JoinIdenticalVertices // join identical vertices/ optimize indexing
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//| aiProcess_JoinIdenticalVertices // join identical vertices/ optimize indexing
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| aiProcess_FindInvalidData // detect invalid model data, such as invalid normal vector
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//| aiProcess_FindInvalidData // detect invalid model data, such as invalid normal vector
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| aiProcess_FlipUVs // flip the V to match the Vulkans way of doing UVs
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| aiProcess_FlipUVs // flip the V to match the Vulkans way of doing UVs
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| aiProcess_ValidateDataStructure // checks all bones, animations and vertices are linked correctly
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//| aiProcess_ValidateDataStructure // checks all bones, animations and vertices are linked correctly
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//| aiProcess_LimitBoneWeights // Limit number of bones effect vertices to 4
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//| aiProcess_LimitBoneWeights // Limit number of bones effect vertices to 4
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