You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-08 12:40:44 +00:00
FBX respect mesh compression flags
Fixes mesh compression setting being totally ignored.
This commit is contained in:
@@ -115,7 +115,7 @@ struct SurfaceData {
|
||||
Array morphs;
|
||||
};
|
||||
|
||||
MeshInstance *FBXMeshData::create_fbx_mesh(const ImportState &state, const FBXDocParser::MeshGeometry *mesh_geometry, const FBXDocParser::Model *model) {
|
||||
MeshInstance *FBXMeshData::create_fbx_mesh(const ImportState &state, const FBXDocParser::MeshGeometry *mesh_geometry, const FBXDocParser::Model *model, bool use_compression) {
|
||||
|
||||
// todo: make this just use a uint64_t FBX ID this is a copy of our original materials unfortunately.
|
||||
const std::vector<const FBXDocParser::Material *> &material_lookup = model->GetMaterials();
|
||||
@@ -389,7 +389,8 @@ MeshInstance *FBXMeshData::create_fbx_mesh(const ImportState &state, const FBXDo
|
||||
mesh->add_surface_from_arrays(
|
||||
Mesh::PRIMITIVE_TRIANGLES,
|
||||
surface->surface_tool->commit_to_arrays(),
|
||||
surface->morphs);
|
||||
surface->morphs,
|
||||
use_compression ? Mesh::ARRAY_COMPRESS_DEFAULT : 0);
|
||||
|
||||
if (surface->material.is_valid()) {
|
||||
mesh->surface_set_name(in_mesh_surface_id, surface->material->get_name());
|
||||
|
||||
Reference in New Issue
Block a user