diff --git a/src/Libraries/MeshCompiler.cpp b/src/Libraries/MeshCompiler.cpp index e42f88f..583a835 100644 --- a/src/Libraries/MeshCompiler.cpp +++ b/src/Libraries/MeshCompiler.cpp @@ -257,17 +257,17 @@ namespace SH_COMP void MeshCompiler::LoadFromFile(AssetPath path, ModelAsset& asset) noexcept { - const aiScene* scene = aiImporter.ReadFile(path.string().c_str(), 0 - //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_CalcTangentSpace // calculate tangents and bitangents if possible - //| aiProcess_JoinIdenticalVertices // join identical vertices/ optimize indexing - //| aiProcess_FindInvalidData // detect invalid model data, such as invalid normal vectors - //| 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_LimitBoneWeights // Limit number of bones effect vertices to 4 + const aiScene* scene = aiImporter.ReadFile(path.string().c_str(), + 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_CalcTangentSpace // calculate tangents and bitangents if possible + | aiProcess_JoinIdenticalVertices // join identical vertices/ optimize indexing + | aiProcess_FindInvalidData // detect invalid model data, such as invalid normal vectors + | 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_LimitBoneWeights // Limit number of bones effect vertices to 4 ); if (!scene || !scene->HasMeshes())