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https://github.com/TorqueGameEngines/Torque3D.git
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more compiler compliant cleanups plus a full set of tsMesh::foo to tsmesh::mFoo class var conversions for consistency
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parent
b55db9a143
commit
4615bd6db8
13 changed files with 293 additions and 293 deletions
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@ -938,7 +938,7 @@ TSMesh* TSShape::copyMesh( const TSMesh* srcMesh ) const
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// Copy mesh elements
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mesh->mIndices = srcMesh->mIndices;
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mesh->primitives = srcMesh->primitives;
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mesh->mPrimitives = srcMesh->mPrimitives;
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mesh->numFrames = srcMesh->numFrames;
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mesh->numMatFrames = srcMesh->numMatFrames;
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mesh->vertsPerFrame = srcMesh->vertsPerFrame;
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@ -948,8 +948,8 @@ TSMesh* TSShape::copyMesh( const TSMesh* srcMesh ) const
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// Copy vertex data in an *unpacked* form
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mesh->copySourceVertexDataFrom(srcMesh);
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mesh->createTangents(mesh->verts, mesh->norms);
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mesh->encodedNorms.set(NULL, 0);
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mesh->createTangents(mesh->mVerts, mesh->mNorms);
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mesh->mEncodedNorms.set(NULL, 0);
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mesh->computeBounds();
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@ -1108,12 +1108,12 @@ bool TSShape::addMesh(TSShape* srcShape, const String& srcMeshName, const String
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// Copy materials used by the source mesh (only if from a different shape)
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if (srcShape != this)
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{
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for (S32 i = 0; i < mesh->primitives.size(); i++)
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for (S32 i = 0; i < mesh->mPrimitives.size(); i++)
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{
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if (!(mesh->primitives[i].matIndex & TSDrawPrimitive::NoMaterial))
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if (!(mesh->mPrimitives[i].matIndex & TSDrawPrimitive::NoMaterial))
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{
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S32 drawType = (mesh->primitives[i].matIndex & (~TSDrawPrimitive::MaterialMask));
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S32 srcMatIndex = mesh->primitives[i].matIndex & TSDrawPrimitive::MaterialMask;
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S32 drawType = (mesh->mPrimitives[i].matIndex & (~TSDrawPrimitive::MaterialMask));
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S32 srcMatIndex = mesh->mPrimitives[i].matIndex & TSDrawPrimitive::MaterialMask;
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const String& matName = srcShape->materialList->getMaterialName(srcMatIndex);
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// Add the material if it does not already exist
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@ -1124,7 +1124,7 @@ bool TSShape::addMesh(TSShape* srcShape, const String& srcMeshName, const String
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materialList->push_back(matName, srcShape->materialList->getFlags(srcMatIndex));
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}
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mesh->primitives[i].matIndex = drawType | destMatIndex;
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mesh->mPrimitives[i].matIndex = drawType | destMatIndex;
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}
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}
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}
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