Commit 11a16957 authored by lukeph's avatar lukeph

the vertices normals weren't rotated with the node's matrix when used, in b3d meshes.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1054 dfc29bdd-3216-0410-991c-e03cc46cb475
parent 8d1aef90
......@@ -500,11 +500,10 @@ bool CB3DMeshFileLoader::readChunkVRTS(CSkinnedMesh::SJoint *InJoint, scene::SSk
video::S3DVertex2TCoords Vertex(x, y, z, nx, ny, nz, video::SColorf(red, green, blue, alpha).toSColor(), tu, tv, tu2, tv2);
// Transform the Vertex position by nested node...
core::matrix4 VertexMatrix;
VertexMatrix.setTranslation(Vertex.Pos);
InJoint->GlobalMatrix.transformVect(Vertex.Pos);
VertexMatrix = InJoint->GlobalMatrix * VertexMatrix;
Vertex.Pos = VertexMatrix.getTranslation();
InJoint->GlobalMatrix.rotateVect(Vertex.Normal);
//Add it...
......
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