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authorRĂ©mi Verschelde <rverschelde@gmail.com>2018-12-11 15:21:43 +0100
committerGitHub <noreply@github.com>2018-12-11 15:21:43 +0100
commit55089d0b1aa6342ca5836bbd196cbc6e6ba9d23f (patch)
tree468c20f39f4a164261bd89a40e77f0141aa05a6c /editor
parent244cc11edd7ba5cae95a909ada2fec207631ffc8 (diff)
parentfa63a0fe835868148c9ac6ab9a3f260928155c70 (diff)
Merge pull request #24224 from BastiaanOlij/flip_bitangent
Reverse bitangent on everythings
Diffstat (limited to 'editor')
-rw-r--r--editor/import/editor_import_collada.cpp2
-rw-r--r--editor/import/editor_scene_importer_gltf.cpp11
2 files changed, 2 insertions, 11 deletions
diff --git a/editor/import/editor_import_collada.cpp b/editor/import/editor_import_collada.cpp
index 8e69090da3..93c462f747 100644
--- a/editor/import/editor_import_collada.cpp
+++ b/editor/import/editor_import_collada.cpp
@@ -771,7 +771,7 @@ Error ColladaImport::_create_mesh_surfaces(bool p_optimize, Ref<ArrayMesh> &p_me
int binormal_pos = (binormal_src->stride ? binormal_src->stride : 3) * p.indices[src + binormal_ofs];
ERR_FAIL_INDEX_V(binormal_pos, binormal_src->array.size(), ERR_INVALID_DATA);
- Vector3 binormal = Vector3(-binormal_src->array[binormal_pos + 0], -binormal_src->array[binormal_pos + 1], -binormal_src->array[binormal_pos + 2]); // Due to Godots face order it seems we need to flip our binormal!
+ Vector3 binormal = Vector3(binormal_src->array[binormal_pos + 0], binormal_src->array[binormal_pos + 1], binormal_src->array[binormal_pos + 2]);
int tangent_pos = (tangent_src->stride ? tangent_src->stride : 3) * p.indices[src + tangent_ofs];
ERR_FAIL_INDEX_V(tangent_pos, tangent_src->array.size(), ERR_INVALID_DATA);
diff --git a/editor/import/editor_scene_importer_gltf.cpp b/editor/import/editor_scene_importer_gltf.cpp
index 00ca86a43b..b5d646d5d4 100644
--- a/editor/import/editor_scene_importer_gltf.cpp
+++ b/editor/import/editor_scene_importer_gltf.cpp
@@ -899,16 +899,7 @@ Error EditorSceneImporterGLTF::_parse_meshes(GLTFState &state) {
array[Mesh::ARRAY_NORMAL] = _decode_accessor_as_vec3(state, a["NORMAL"], true);
}
if (a.has("TANGENT")) {
- PoolVector<float> tans = _decode_accessor_as_floats(state, a["TANGENT"], true);
- { // we need our binormals inversed, so flip our w component.
- int ts = tans.size();
- PoolVector<float>::Write w = tans.write();
-
- for (int j = 3; j < ts; j += 4) {
- w[j] *= -1.0;
- }
- }
- array[Mesh::ARRAY_TANGENT] = tans;
+ array[Mesh::ARRAY_TANGENT] = _decode_accessor_as_floats(state, a["TANGENT"], true);
}
if (a.has("TEXCOORD_0")) {
array[Mesh::ARRAY_TEX_UV] = _decode_accessor_as_vec2(state, a["TEXCOORD_0"], true);