Commit 55d4b390 authored by lukeph's avatar lukeph

Just trying the SVN out, fixed a bug in big endian conversion, that I’m been...

Just trying the SVN out, fixed a bug in big endian conversion, that I’m been meaning to get someone to fix

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@651 dfc29bdd-3216-0410-991c-e03cc46cb475
parent feaf2122
...@@ -607,7 +607,7 @@ bool CAnimatedMeshB3d::ReadChunkVRTS(io::IReadFile* file, SB3dNode *InNode, SB3D ...@@ -607,7 +607,7 @@ bool CAnimatedMeshB3d::ReadChunkVRTS(io::IReadFile* file, SB3dNode *InNode, SB3D
if (tex_coord_sets >= 1 && tex_coord_set_size >= 2) if (tex_coord_sets >= 1 && tex_coord_set_size >= 2)
{ {
tu=tex_coords[0][0]; tu=tex_coords[0][0];
tv=tex_coords[0][1]; tv=tex_coords[0][1];
} }
...@@ -615,7 +615,7 @@ bool CAnimatedMeshB3d::ReadChunkVRTS(io::IReadFile* file, SB3dNode *InNode, SB3D ...@@ -615,7 +615,7 @@ bool CAnimatedMeshB3d::ReadChunkVRTS(io::IReadFile* file, SB3dNode *InNode, SB3D
if (tex_coord_sets>=2 && tex_coord_set_size>=2) if (tex_coord_sets>=2 && tex_coord_set_size>=2)
{ {
tu2=tex_coords[1][0]; tu2=tex_coords[1][0];
tv2=tex_coords[1][1]; tv2=tex_coords[1][1];
} }
...@@ -786,7 +786,7 @@ bool CAnimatedMeshB3d::ReadChunkNODE(io::IReadFile* file, SB3dNode *InNode) ...@@ -786,7 +786,7 @@ bool CAnimatedMeshB3d::ReadChunkNODE(io::IReadFile* file, SB3dNode *InNode)
for (n=0; n<=2; n++) for (n=0; n<=2; n++)
scale[n] = os::Byteswap::byteswap(scale[n]); scale[n] = os::Byteswap::byteswap(scale[n]);
for (n=0; n<=4; n++) for (n=0; n<=3; n++)
rotation[n] = os::Byteswap::byteswap(rotation[n]); rotation[n] = os::Byteswap::byteswap(rotation[n]);
#endif #endif
...@@ -1196,8 +1196,8 @@ bool CAnimatedMeshB3d::loadFile(io::IReadFile* file) ...@@ -1196,8 +1196,8 @@ bool CAnimatedMeshB3d::loadFile(io::IReadFile* file)
{ {
Node->Bones[j].pos = BaseVertices[Node->Bones[j].vertex_id]->Pos; Node->Bones[j].pos = BaseVertices[Node->Bones[j].vertex_id]->Pos;
Node->Bones[j].normal = BaseVertices[Node->Bones[j].vertex_id]->Normal; Node->Bones[j].normal = BaseVertices[Node->Bones[j].vertex_id]->Normal;
Node->Bones[j].vertex = Node->Bones[j].vertex =
AnimatedVertices_MeshBuffer[ Node->Bones[j].vertex_id ]->getVertex( AnimatedVertices_MeshBuffer[ Node->Bones[j].vertex_id ]->getVertex(
AnimatedVertices_VertexID[ Node->Bones[j].vertex_id ] ); AnimatedVertices_VertexID[ Node->Bones[j].vertex_id ] );
} }
} }
......
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