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https://codeberg.org/icewind/vbsp-to-gltf.git
synced 2026-06-03 10:14:08 +02:00
fix prop mesh reuse
This commit is contained in:
parent
31b0ff9b10
commit
81672af828
1 changed files with 3 additions and 2 deletions
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@ -130,7 +130,7 @@ pub fn push_or_get_model(
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None => {
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None => {
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let prop = load_prop(loader, model).expect("failed to load prop");
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let prop = load_prop(loader, model).expect("failed to load prop");
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let index = gltf.meshes.len() as u32;
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let index = gltf.meshes.len() as u32;
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let material = push_model(buffer, gltf, loader, &prop, skin);
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let material = push_model(buffer, gltf, loader, &prop, skin, skinned_name);
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gltf.meshes.push(material);
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gltf.meshes.push(material);
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Index::new(index)
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Index::new(index)
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}
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}
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@ -151,6 +151,7 @@ pub fn push_model(
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loader: &Loader,
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loader: &Loader,
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model: &Model,
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model: &Model,
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skin: i32,
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skin: i32,
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skinned_name: String,
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) -> Mesh {
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) -> Mesh {
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let accessor_start = gltf.accessors.len() as u32;
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let accessor_start = gltf.accessors.len() as u32;
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push_vertices(buffer, gltf, model);
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push_vertices(buffer, gltf, model);
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@ -167,7 +168,7 @@ pub fn push_model(
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Mesh {
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Mesh {
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extensions: Default::default(),
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extensions: Default::default(),
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extras: Default::default(),
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extras: Default::default(),
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name: Some(format!("{}_{skin}", model.name())),
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name: Some(skinned_name),
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primitives,
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primitives,
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weights: None,
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weights: None,
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}
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}
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