Horde3D

Next-Generation Graphics Engine
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PostPosted: 09.04.2010, 10:51 
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Joined: 09.04.2010, 10:06
Posts: 2
Hi!

I had a critical error in ColladaConv while parsing exported file.
As i see in debug, that's because of incorrect offset sharing.

This is a part of the file (where the actual number of input data units less than the number of inputs)
Code:
<triangles material="initialShadingGroup" count="2">
  <input semantic="VERTEX" source="#MirrorShape-vertices" offset="0"/>
  <input semantic="NORMAL" source="#MirrorShape-normals" offset="1"/>
  <input semantic="TANGENT" source="#MirrorShape-geotangent" offset="1"/>
  <input semantic="BINORMAL" source="#MirrorShape-geobinormal" offset="1"/>
  <input semantic="TEXCOORD" source="#MirrorShape-map1" offset="2" set="0"/>
  <input semantic="TEXTANGENT" source="#MirrorShape-map1-tangents" offset="3" set="0"/>
  <input semantic="TEXBINORMAL" source="#MirrorShape-map1-binormals" offset="4" set="0"/>
  <p>2 0 0 0 0 1 1 1 0 0 3 2 2 0 0 0 3 3 0 0 1 4 1 0 0 2 5 0 0 0</p>
</triangles>


So while parsing actual primitive data (ColladaConverter/daeLibGeometries.h) we should use not the total number of inputs, but (maximum offset + 1).

I've attached my version of fix for daeLibGeometries.h

Good luck!


Attachments:
daeLibGeometries.h [12.52 KiB]
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PostPosted: 09.04.2010, 23:10 
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Joined: 10.09.2006, 15:52
Posts: 1217
Thanks Navajo, you are right, the handling of inputs was not correct. Thanks a lot for the patch!


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PostPosted: 10.04.2010, 15:50 
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Joined: 09.04.2010, 10:06
Posts: 2
Thanks for the engine!
I like it very much :)


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