remove re-grabbing of draco faces

This commit is contained in:
Stephen Birarda 2017-09-14 14:42:40 -07:00
parent 9cb4e2c5f2
commit bb98df38d4

View file

@ -416,7 +416,8 @@ ExtractedMesh FBXReader::extractMesh(const FBXNode& object, unsigned int& meshIn
for (int i = 0; i < dracoMesh->num_faces(); ++i) {
// grab the material ID and texture ID for this face, if we have it
auto& firstCorner = dracoMesh->face(draco::FaceIndex(i))[0];
auto& dracoFace = dracoMesh->face(draco::FaceIndex(i));
auto& firstCorner = dracoFace[0];
uint16_t materialID { 0 };
@ -440,8 +441,8 @@ ExtractedMesh FBXReader::extractMesh(const FBXNode& object, unsigned int& meshIn
// give the mesh part this index
FBXMeshPart& part = data.extracted.mesh.parts[partIndexPlusOne - 1];
part.triangleIndices.append(firstCorner.value());
part.triangleIndices.append(dracoMesh->face(draco::FaceIndex(i))[1].value());
part.triangleIndices.append(dracoMesh->face(draco::FaceIndex(i))[2].value());
part.triangleIndices.append(dracoFace[1].value());
part.triangleIndices.append(dracoFace[2].value());
}
}
}