Merge pull request #43298 from RevoluPowered/fbx-bugfix-mesh-compression-flags
FBX respect mesh compression flags
This commit is contained in:
commit
8135fdd382
3 changed files with 5 additions and 4 deletions
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@ -115,7 +115,7 @@ struct SurfaceData {
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Array morphs;
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};
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MeshInstance *FBXMeshData::create_fbx_mesh(const ImportState &state, const FBXDocParser::MeshGeometry *mesh_geometry, const FBXDocParser::Model *model) {
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MeshInstance *FBXMeshData::create_fbx_mesh(const ImportState &state, const FBXDocParser::MeshGeometry *mesh_geometry, const FBXDocParser::Model *model, bool use_compression) {
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// todo: make this just use a uint64_t FBX ID this is a copy of our original materials unfortunately.
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const std::vector<const FBXDocParser::Material *> &material_lookup = model->GetMaterials();
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@ -389,7 +389,8 @@ MeshInstance *FBXMeshData::create_fbx_mesh(const ImportState &state, const FBXDo
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mesh->add_surface_from_arrays(
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Mesh::PRIMITIVE_TRIANGLES,
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surface->surface_tool->commit_to_arrays(),
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surface->morphs);
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surface->morphs,
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use_compression ? Mesh::ARRAY_COMPRESS_DEFAULT : 0);
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if (surface->material.is_valid()) {
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mesh->surface_set_name(in_mesh_surface_id, surface->material->get_name());
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@ -75,7 +75,7 @@ struct FBXMeshData : Reference {
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// translate fbx mesh data from document context to FBX Mesh Geometry Context
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bool valid_weight_indexes = false;
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MeshInstance *create_fbx_mesh(const ImportState &state, const FBXDocParser::MeshGeometry *mesh_geometry, const FBXDocParser::Model *model);
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MeshInstance *create_fbx_mesh(const ImportState &state, const FBXDocParser::MeshGeometry *mesh_geometry, const FBXDocParser::Model *model, bool use_compression);
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void gen_weight_info(Ref<SurfaceTool> st, int vertex_id) const;
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@ -639,7 +639,7 @@ Spatial *EditorSceneImporterFBX::_generate_scene(
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}
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// mesh node, mesh id
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mesh_node = mesh_data_precached->create_fbx_mesh(state, mesh_geometry, fbx_node->fbx_model);
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mesh_node = mesh_data_precached->create_fbx_mesh(state, mesh_geometry, fbx_node->fbx_model, (p_flags & IMPORT_USE_COMPRESSION) != 0);
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if (!state.MeshNodes.has(mesh_id)) {
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state.MeshNodes.insert(mesh_id, fbx_node);
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}
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