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https://github.com/TorqueGameEngines/Torque3D.git
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Merge branch 'development' into style-cleanup
Conflicts: Engine/source/console/astNodes.cpp Engine/source/console/codeBlock.cpp Engine/source/console/compiledEval.cpp Engine/source/ts/collada/colladaAppMesh.cpp Engine/source/ts/tsShape.cpp Engine/source/ts/tsShapeConstruct.cpp
This commit is contained in:
commit
33ff180593
2053 changed files with 172002 additions and 69530 deletions
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@ -1170,7 +1170,10 @@ void TSShape::assembleShape()
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skip = true;
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TSMesh * mesh = TSMesh::assembleMesh(meshType,skip);
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if (ptr32)
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{
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ptr32[i] = skip ? 0 : (S32)mesh;
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mMeshes.push_back(skip ? 0 : mesh);
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}
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// fill in location of verts, tverts, and normals for detail levels
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if (mesh && meshType!=TSMesh::DecalMeshType)
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@ -1198,7 +1201,6 @@ void TSShape::assembleShape()
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}
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}
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}
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mMeshes.set(ptr32,numMeshes);
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tsalloc.checkGuard();
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@ -1225,7 +1227,7 @@ void TSShape::assembleShape()
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if (smReadVersion<23)
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{
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// get detail information about skins...
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S32 * detailFirstSkin = tsalloc.getPointer32(numDetails);
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S32 * detFirstSkin = tsalloc.getPointer32(numDetails);
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S32 * detailNumSkins = tsalloc.getPointer32(numDetails);
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tsalloc.checkGuard();
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@ -1257,7 +1259,7 @@ void TSShape::assembleShape()
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ptr32 = tsalloc.allocShape32(numSkins);
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for (i=0; i<numSkins; i++)
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{
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bool skip = i<detailFirstSkin[skipDL];
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bool skip = i<detFirstSkin[skipDL];
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TSSkinMesh * skin = (TSSkinMesh*)TSMesh::assembleMesh(TSMesh::SkinMeshType,skip);
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if (mMeshes.address())
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{
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@ -1286,7 +1288,7 @@ void TSShape::assembleShape()
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tsalloc.checkGuard();
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// we now have skins in mesh list...add skin objects to object list and patch things up
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fixupOldSkins(numMeshes,numSkins,numDetails,detailFirstSkin,detailNumSkins);
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fixupOldSkins(numMeshes,numSkins,numDetails,detFirstSkin,detailNumSkins);
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}
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// allocate storage space for some arrays (filled in during Shape::init)...
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