use push_back instead of append for extracted mesh vectors

This commit is contained in:
Stephen Birarda 2017-09-12 16:35:21 -07:00
parent bb7cd58e9a
commit a25e5796dc

View file

@ -368,7 +368,7 @@ ExtractedMesh FBXReader::extractMesh(const FBXNode& object, unsigned int& meshIn
std::array<float, 3> positionValue; std::array<float, 3> positionValue;
positionAttribute->ConvertValue<float, 3>(mappedIndex, &positionValue[0]); positionAttribute->ConvertValue<float, 3>(mappedIndex, &positionValue[0]);
data.extracted.mesh.vertices.append({ positionValue[0], positionValue[1], positionValue[2] }); data.extracted.mesh.vertices.push_back({ positionValue[0], positionValue[1], positionValue[2] });
} }
if (normalAttribute) { if (normalAttribute) {
@ -377,7 +377,7 @@ ExtractedMesh FBXReader::extractMesh(const FBXNode& object, unsigned int& meshIn
std::array<float, 3> normalValue; std::array<float, 3> normalValue;
normalAttribute->ConvertValue<float, 3>(mappedIndex, &normalValue[0]); normalAttribute->ConvertValue<float, 3>(mappedIndex, &normalValue[0]);
data.extracted.mesh.normals.append({ normalValue[0], normalValue[1], normalValue[2] }); data.extracted.mesh.normals.push_back({ normalValue[0], normalValue[1], normalValue[2] });
} }
if (texCoordAttribute) { if (texCoordAttribute) {
@ -386,7 +386,7 @@ ExtractedMesh FBXReader::extractMesh(const FBXNode& object, unsigned int& meshIn
std::array<float, 2> texCoordValue; std::array<float, 2> texCoordValue;
texCoordAttribute->ConvertValue<float, 2>(mappedIndex, &texCoordValue[0]); texCoordAttribute->ConvertValue<float, 2>(mappedIndex, &texCoordValue[0]);
data.extracted.mesh.texCoords.append({ texCoordValue[0], texCoordValue[1] }); data.extracted.mesh.texCoords.push_back({ texCoordValue[0], texCoordValue[1] });
} }
if (extraTexCoordAttribute) { if (extraTexCoordAttribute) {
@ -395,7 +395,7 @@ ExtractedMesh FBXReader::extractMesh(const FBXNode& object, unsigned int& meshIn
std::array<float, 2> texCoordValue; std::array<float, 2> texCoordValue;
extraTexCoordAttribute->ConvertValue<float, 2>(mappedIndex, &texCoordValue[0]); extraTexCoordAttribute->ConvertValue<float, 2>(mappedIndex, &texCoordValue[0]);
data.extracted.mesh.texCoords1.append({ texCoordValue[0], texCoordValue[1] }); data.extracted.mesh.texCoords1.push_back({ texCoordValue[0], texCoordValue[1] });
} }
if (colorAttribute) { if (colorAttribute) {
@ -405,7 +405,7 @@ ExtractedMesh FBXReader::extractMesh(const FBXNode& object, unsigned int& meshIn
std::array<float, 3> colorValue; std::array<float, 3> colorValue;
colorAttribute->ConvertValue<float, 3>(mappedIndex, &colorValue[0]); colorAttribute->ConvertValue<float, 3>(mappedIndex, &colorValue[0]);
data.extracted.mesh.colors.append({ colorValue[0], colorValue[1], colorValue[2] }); data.extracted.mesh.colors.push_back({ colorValue[0], colorValue[1], colorValue[2] });
} }
int64_t matTexValue[2] = { 0, 0 }; int64_t matTexValue[2] = { 0, 0 };