Turned off preprocessing flags that messed with rig/bone data

This commit is contained in:
Xiao Qi 2023-01-24 19:15:31 +08:00
parent 393ae91333
commit 86738fee2a
1 changed files with 4 additions and 4 deletions

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@ -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
);