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workaround bad FBXMesh data rather than assert
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parent
54a5bf3b23
commit
cb9a5466d5
1 changed files with 38 additions and 19 deletions
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@ -595,6 +595,9 @@ bool RenderableModelEntityItem::isReadyToComputeShape() {
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}
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}
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void RenderableModelEntityItem::computeShapeInfo(ShapeInfo& info) {
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void RenderableModelEntityItem::computeShapeInfo(ShapeInfo& info) {
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const uint32_t TRIANGLE_STRIDE = 3;
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const uint32_t QUAD_STRIDE = 4;
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ShapeType type = getShapeType();
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ShapeType type = getShapeType();
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glm::vec3 dimensions = getDimensions();
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glm::vec3 dimensions = getDimensions();
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if (type == SHAPE_TYPE_COMPOUND) {
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if (type == SHAPE_TYPE_COMPOUND) {
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@ -611,8 +614,6 @@ void RenderableModelEntityItem::computeShapeInfo(ShapeInfo& info) {
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// the way OBJ files get read, each section under a "g" line is its own meshPart. We only expect
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// the way OBJ files get read, each section under a "g" line is its own meshPart. We only expect
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// to find one actual "mesh" (with one or more meshParts in it), but we loop over the meshes, just in case.
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// to find one actual "mesh" (with one or more meshParts in it), but we loop over the meshes, just in case.
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const uint32_t TRIANGLE_STRIDE = 3;
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const uint32_t QUAD_STRIDE = 4;
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foreach (const FBXMesh& mesh, collisionGeometry.meshes) {
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foreach (const FBXMesh& mesh, collisionGeometry.meshes) {
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// each meshPart is a convex hull
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// each meshPart is a convex hull
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foreach (const FBXMeshPart &meshPart, mesh.parts) {
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foreach (const FBXMeshPart &meshPart, mesh.parts) {
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@ -621,7 +622,10 @@ void RenderableModelEntityItem::computeShapeInfo(ShapeInfo& info) {
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// run through all the triangles and (uniquely) add each point to the hull
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// run through all the triangles and (uniquely) add each point to the hull
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uint32_t numIndices = (uint32_t)meshPart.triangleIndices.size();
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uint32_t numIndices = (uint32_t)meshPart.triangleIndices.size();
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assert(numIndices % TRIANGLE_STRIDE == 0);
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// TODO: assert rather than workaround after we start sanitizing FBXMesh higher up
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//assert(numIndices % TRIANGLE_STRIDE == 0);
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numIndices -= numIndices % TRIANGLE_STRIDE; // WORKAROUND lack of sanity checking in FBXReader
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for (uint32_t j = 0; j < numIndices; j += TRIANGLE_STRIDE) {
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for (uint32_t j = 0; j < numIndices; j += TRIANGLE_STRIDE) {
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glm::vec3 p0 = mesh.vertices[meshPart.triangleIndices[j]];
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glm::vec3 p0 = mesh.vertices[meshPart.triangleIndices[j]];
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glm::vec3 p1 = mesh.vertices[meshPart.triangleIndices[j + 1]];
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glm::vec3 p1 = mesh.vertices[meshPart.triangleIndices[j + 1]];
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@ -639,7 +643,10 @@ void RenderableModelEntityItem::computeShapeInfo(ShapeInfo& info) {
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// run through all the quads and (uniquely) add each point to the hull
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// run through all the quads and (uniquely) add each point to the hull
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numIndices = (uint32_t)meshPart.quadIndices.size();
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numIndices = (uint32_t)meshPart.quadIndices.size();
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assert(numIndices % QUAD_STRIDE == 0);
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// TODO: assert rather than workaround after we start sanitizing FBXMesh higher up
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//assert(numIndices % QUAD_STRIDE == 0);
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numIndices -= numIndices % QUAD_STRIDE; // WORKAROUND lack of sanity checking in FBXReader
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for (uint32_t j = 0; j < numIndices; j += QUAD_STRIDE) {
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for (uint32_t j = 0; j < numIndices; j += QUAD_STRIDE) {
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glm::vec3 p0 = mesh.vertices[meshPart.quadIndices[j]];
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glm::vec3 p0 = mesh.vertices[meshPart.quadIndices[j]];
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glm::vec3 p1 = mesh.vertices[meshPart.quadIndices[j + 1]];
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glm::vec3 p1 = mesh.vertices[meshPart.quadIndices[j + 1]];
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@ -768,24 +775,30 @@ void RenderableModelEntityItem::computeShapeInfo(ShapeInfo& info) {
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triangleIndices.reserve((int32_t)((gpu::Size)(triangleIndices.size()) + indices.getNumElements()));
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triangleIndices.reserve((int32_t)((gpu::Size)(triangleIndices.size()) + indices.getNumElements()));
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gpu::BufferView::Iterator<const model::Mesh::Part> partItr = parts.cbegin<const model::Mesh::Part>();
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gpu::BufferView::Iterator<const model::Mesh::Part> partItr = parts.cbegin<const model::Mesh::Part>();
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while (partItr != parts.cend<const model::Mesh::Part>()) {
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while (partItr != parts.cend<const model::Mesh::Part>()) {
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auto numIndices = partItr->_numIndices;
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if (partItr->_topology == model::Mesh::TRIANGLES) {
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if (partItr->_topology == model::Mesh::TRIANGLES) {
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assert(partItr->_numIndices % 3 == 0);
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// TODO: assert rather than workaround after we start sanitizing FBXMesh higher up
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//assert(numIndices % TRIANGLE_STRIDE == 0);
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numIndices -= numIndices % TRIANGLE_STRIDE; // WORKAROUND lack of sanity checking in FBXReader
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auto indexItr = indices.cbegin<const gpu::BufferView::Index>() + partItr->_startIndex;
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auto indexItr = indices.cbegin<const gpu::BufferView::Index>() + partItr->_startIndex;
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auto indexEnd = indexItr + partItr->_numIndices;
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auto indexEnd = indexItr + numIndices;
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while (indexItr != indexEnd) {
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while (indexItr < indexEnd) {
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triangleIndices.push_back(*indexItr + meshIndexOffset);
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triangleIndices.push_back(*indexItr + meshIndexOffset);
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++indexItr;
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++indexItr;
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}
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}
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} else if (partItr->_topology == model::Mesh::TRIANGLE_STRIP) {
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} else if (partItr->_topology == model::Mesh::TRIANGLE_STRIP) {
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assert(partItr->_numIndices > 2);
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// TODO: resurrect assert after we start sanitizing FBXMesh higher up
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uint32_t approxNumIndices = 3 * partItr->_numIndices;
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//assert(numIndices > 2);
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uint32_t approxNumIndices = TRIANGLE_STRIDE * numIndices;
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if (approxNumIndices > (uint32_t)(triangleIndices.capacity() - triangleIndices.size())) {
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if (approxNumIndices > (uint32_t)(triangleIndices.capacity() - triangleIndices.size())) {
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// we underestimated the final size of triangleIndices so we pre-emptively expand it
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// we underestimated the final size of triangleIndices so we pre-emptively expand it
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triangleIndices.reserve(triangleIndices.size() + approxNumIndices);
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triangleIndices.reserve(triangleIndices.size() + approxNumIndices);
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}
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}
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auto indexItr = indices.cbegin<const gpu::BufferView::Index>() + partItr->_startIndex;
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auto indexItr = indices.cbegin<const gpu::BufferView::Index>() + partItr->_startIndex;
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auto indexEnd = indexItr + (partItr->_numIndices - 2);
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auto indexEnd = indexItr + (numIndices - 2);
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// first triangle uses the first three indices
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// first triangle uses the first three indices
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triangleIndices.push_back(*(indexItr++) + meshIndexOffset);
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triangleIndices.push_back(*(indexItr++) + meshIndexOffset);
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@ -794,7 +807,7 @@ void RenderableModelEntityItem::computeShapeInfo(ShapeInfo& info) {
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// the rest use previous and next index
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// the rest use previous and next index
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uint32_t triangleCount = 1;
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uint32_t triangleCount = 1;
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while (indexItr != indexEnd) {
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while (indexItr < indexEnd) {
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if ((*indexItr) != model::Mesh::PRIMITIVE_RESTART_INDEX) {
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if ((*indexItr) != model::Mesh::PRIMITIVE_RESTART_INDEX) {
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if (triangleCount % 2 == 0) {
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if (triangleCount % 2 == 0) {
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// even triangles use first two indices in order
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// even triangles use first two indices in order
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@ -819,18 +832,24 @@ void RenderableModelEntityItem::computeShapeInfo(ShapeInfo& info) {
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while (partItr != parts.cend<const model::Mesh::Part>()) {
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while (partItr != parts.cend<const model::Mesh::Part>()) {
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// collect unique list of indices for this part
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// collect unique list of indices for this part
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std::set<int32_t> uniqueIndices;
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std::set<int32_t> uniqueIndices;
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auto numIndices = partItr->_numIndices;
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if (partItr->_topology == model::Mesh::TRIANGLES) {
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if (partItr->_topology == model::Mesh::TRIANGLES) {
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assert(partItr->_numIndices % 3 == 0);
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// TODO: assert rather than workaround after we start sanitizing FBXMesh higher up
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//assert(numIndices% TRIANGLE_STRIDE == 0);
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numIndices -= numIndices % TRIANGLE_STRIDE; // WORKAROUND lack of sanity checking in FBXReader
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auto indexItr = indices.cbegin<const gpu::BufferView::Index>() + partItr->_startIndex;
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auto indexItr = indices.cbegin<const gpu::BufferView::Index>() + partItr->_startIndex;
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auto indexEnd = indexItr + partItr->_numIndices;
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auto indexEnd = indexItr + numIndices;
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while (indexItr != indexEnd) {
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while (indexItr < indexEnd) {
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uniqueIndices.insert(*indexItr);
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uniqueIndices.insert(*indexItr);
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++indexItr;
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++indexItr;
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}
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}
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} else if (partItr->_topology == model::Mesh::TRIANGLE_STRIP) {
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} else if (partItr->_topology == model::Mesh::TRIANGLE_STRIP) {
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assert(partItr->_numIndices > 2);
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// TODO: resurrect assert after we start sanitizing FBXMesh higher up
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//assert(numIndices > TRIANGLE_STRIDE - 1);
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auto indexItr = indices.cbegin<const gpu::BufferView::Index>() + partItr->_startIndex;
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auto indexItr = indices.cbegin<const gpu::BufferView::Index>() + partItr->_startIndex;
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auto indexEnd = indexItr + (partItr->_numIndices - 2);
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auto indexEnd = indexItr + (numIndices - 2);
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// first triangle uses the first three indices
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// first triangle uses the first three indices
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uniqueIndices.insert(*(indexItr++));
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uniqueIndices.insert(*(indexItr++));
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@ -839,14 +858,14 @@ void RenderableModelEntityItem::computeShapeInfo(ShapeInfo& info) {
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// the rest use previous and next index
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// the rest use previous and next index
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uint32_t triangleCount = 1;
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uint32_t triangleCount = 1;
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while (indexItr != indexEnd) {
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while (indexItr < indexEnd) {
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if ((*indexItr) != model::Mesh::PRIMITIVE_RESTART_INDEX) {
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if ((*indexItr) != model::Mesh::PRIMITIVE_RESTART_INDEX) {
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if (triangleCount % 2 == 0) {
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if (triangleCount % 2 == 0) {
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// even triangles use first two indices in order
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// EVEN triangles use first two indices in order
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uniqueIndices.insert(*(indexItr - 2));
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uniqueIndices.insert(*(indexItr - 2));
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uniqueIndices.insert(*(indexItr - 1));
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uniqueIndices.insert(*(indexItr - 1));
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} else {
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} else {
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// odd triangles swap order of first two indices
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// ODD triangles swap order of first two indices
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uniqueIndices.insert(*(indexItr - 1));
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uniqueIndices.insert(*(indexItr - 1));
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uniqueIndices.insert(*(indexItr - 2));
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uniqueIndices.insert(*(indexItr - 2));
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}
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}
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