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authorK. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>2021-10-02 07:55:11 -0700
committerK. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>2021-10-02 07:56:30 -0700
commit66a743b2c48081050f1c843bc87b3aef5776f4fb (patch)
treeb612da49a78df1645836108659f9c5d999f033e6 /editor/import
parent90f8eb7aa08c650684693f2be7e119ee5e94f2b0 (diff)
Resolve problem with missing meshes.
1. Keep color data. 2. Don't lod blend shapes.
Diffstat (limited to 'editor/import')
-rw-r--r--editor/import/scene_importer_mesh.cpp6
1 files changed, 5 insertions, 1 deletions
diff --git a/editor/import/scene_importer_mesh.cpp b/editor/import/scene_importer_mesh.cpp
index 370394b475..63d1525d4f 100644
--- a/editor/import/scene_importer_mesh.cpp
+++ b/editor/import/scene_importer_mesh.cpp
@@ -115,9 +115,10 @@ void EditorSceneImporterMesh::Surface::split_normals(const LocalVector<int> &p_i
for (int j = 0; j < new_vertex_count; j++) {
data_ptr[current_vertex_count + j] = data_ptr[indices_ptr[j]];
}
+ arrays[i] = data;
} break;
default: {
- ERR_FAIL_MSG("Uhandled array type.");
+ ERR_FAIL_MSG("Unhandled array type.");
} break;
}
}
@@ -260,6 +261,9 @@ void EditorSceneImporterMesh::generate_lods(float p_normal_merge_angle, float p_
if (surfaces[i].primitive != Mesh::PRIMITIVE_TRIANGLES) {
continue;
}
+ if (get_blend_shape_count()) {
+ continue;
+ }
surfaces.write[i].lods.clear();
Vector<Vector3> vertices = surfaces[i].arrays[RS::ARRAY_VERTEX];