Add error handling in FBXBaker for empty nodes and failed draco compression

This commit is contained in:
Ryan Huffman 2017-09-11 12:07:41 -07:00
parent ebd925b966
commit b1d0df06d9

View file

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