mirror of
https://github.com/godotengine/godot.git
synced 2024-11-27 06:33:16 +00:00
FBX respect mesh compression flags
Fixes mesh compression setting being totally ignored.
This commit is contained in:
parent
df6d845b25
commit
48ef4f45a7
@ -115,7 +115,7 @@ struct SurfaceData {
|
||||
Array morphs;
|
||||
};
|
||||
|
||||
MeshInstance *FBXMeshData::create_fbx_mesh(const ImportState &state, const FBXDocParser::MeshGeometry *mesh_geometry, const FBXDocParser::Model *model) {
|
||||
MeshInstance *FBXMeshData::create_fbx_mesh(const ImportState &state, const FBXDocParser::MeshGeometry *mesh_geometry, const FBXDocParser::Model *model, bool use_compression) {
|
||||
|
||||
// todo: make this just use a uint64_t FBX ID this is a copy of our original materials unfortunately.
|
||||
const std::vector<const FBXDocParser::Material *> &material_lookup = model->GetMaterials();
|
||||
@ -389,7 +389,8 @@ MeshInstance *FBXMeshData::create_fbx_mesh(const ImportState &state, const FBXDo
|
||||
mesh->add_surface_from_arrays(
|
||||
Mesh::PRIMITIVE_TRIANGLES,
|
||||
surface->surface_tool->commit_to_arrays(),
|
||||
surface->morphs);
|
||||
surface->morphs,
|
||||
use_compression ? Mesh::ARRAY_COMPRESS_DEFAULT : 0);
|
||||
|
||||
if (surface->material.is_valid()) {
|
||||
mesh->surface_set_name(in_mesh_surface_id, surface->material->get_name());
|
||||
|
@ -75,7 +75,7 @@ struct FBXMeshData : Reference {
|
||||
// translate fbx mesh data from document context to FBX Mesh Geometry Context
|
||||
bool valid_weight_indexes = false;
|
||||
|
||||
MeshInstance *create_fbx_mesh(const ImportState &state, const FBXDocParser::MeshGeometry *mesh_geometry, const FBXDocParser::Model *model);
|
||||
MeshInstance *create_fbx_mesh(const ImportState &state, const FBXDocParser::MeshGeometry *mesh_geometry, const FBXDocParser::Model *model, bool use_compression);
|
||||
|
||||
void gen_weight_info(Ref<SurfaceTool> st, int vertex_id) const;
|
||||
|
||||
|
@ -639,7 +639,7 @@ Spatial *EditorSceneImporterFBX::_generate_scene(
|
||||
}
|
||||
|
||||
// mesh node, mesh id
|
||||
mesh_node = mesh_data_precached->create_fbx_mesh(state, mesh_geometry, fbx_node->fbx_model);
|
||||
mesh_node = mesh_data_precached->create_fbx_mesh(state, mesh_geometry, fbx_node->fbx_model, (p_flags & IMPORT_USE_COMPRESSION) != 0);
|
||||
if (!state.MeshNodes.has(mesh_id)) {
|
||||
state.MeshNodes.insert(mesh_id, fbx_node);
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user