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Add error handling in FBXBaker for empty nodes and failed draco compression
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1 changed files with 10 additions and 0 deletions
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@ -304,6 +304,11 @@ void FBXBaker::rewriteAndBakeSceneModels() {
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numTriangles += part.triangleIndices.size() / 3;
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}
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if (numTriangles == 0) {
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qDebug() << "Skipping compression of mesh because no triangles were found";
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continue;
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}
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draco::TriangleSoupMeshBuilder meshBuilder;
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meshBuilder.Start(numTriangles);
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@ -397,6 +402,11 @@ void FBXBaker::rewriteAndBakeSceneModels() {
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auto dracoMesh = meshBuilder.Finalize();
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if (!dracoMesh) {
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qWarning() << "Failed to finalize the baking of a draco Geometry node";
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continue;
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}
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draco::Encoder encoder;
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draco::EncoderBuffer buffer;
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encoder.EncodeMeshToBuffer(*dracoMesh, &buffer);
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