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ColladaConv: incorrect treatment of input mapping (+fix) http://horde3d.org/forums/viewtopic.php?f=3&t=1144 |
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Author: | Navajo [ 09.04.2010, 10:51 ] | ||
Post subject: | ColladaConv: incorrect treatment of input mapping (+fix) | ||
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!
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Author: | marciano [ 09.04.2010, 23:10 ] |
Post subject: | Re: ColladaConv: incorrect treatment of input mapping (+fix) |
Thanks Navajo, you are right, the handling of inputs was not correct. Thanks a lot for the patch! |
Author: | Navajo [ 10.04.2010, 15:50 ] |
Post subject: | Re: ColladaConv: incorrect treatment of input mapping (+fix) |
Thanks for the engine! I like it very much |
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