diff options
Diffstat (limited to 'modules/assimp')
-rw-r--r-- | modules/assimp/editor_scene_importer_assimp.cpp | 12 |
1 files changed, 5 insertions, 7 deletions
diff --git a/modules/assimp/editor_scene_importer_assimp.cpp b/modules/assimp/editor_scene_importer_assimp.cpp index 8d82fb2eeb..8c3c04674b 100644 --- a/modules/assimp/editor_scene_importer_assimp.cpp +++ b/modules/assimp/editor_scene_importer_assimp.cpp @@ -310,8 +310,8 @@ void EditorSceneImporterAssimp::_generate_bone_groups(ImportState &state, const const aiBone *bone = mesh->mBones[j]; String name = _assimp_get_string(bone->mName); ownership[name] = owned_by; - //store the actuall full path for the bone transform - //when skeleton finds it's place in the tree, it will be restored + //store the actual full path for the bone transform + //when skeleton finds its place in the tree, it will be restored bind_xforms[name] = mesh_offset * _assimp_matrix_transform(bone->mOffsetMatrix); } } @@ -855,9 +855,7 @@ Ref<Material> EditorSceneImporterAssimp::_generate_material_from_index(ImportSta Ref<Texture> texture = _load_texture(state, path); if (texture != NULL) { - if (map_mode != NULL) { - _set_texture_mapping_mode(map_mode, texture); - } + _set_texture_mapping_mode(map_mode, texture); mat->set_feature(SpatialMaterial::Feature::FEATURE_NORMAL_MAPPING, true); mat->set_texture(SpatialMaterial::TEXTURE_NORMAL, texture); } @@ -1460,7 +1458,7 @@ void EditorSceneImporterAssimp::_generate_node(ImportState &state, const aiNode int mesh_index = p_assimp_node->mMeshes[i]; surface_indices.push_back(mesh_index); - //take the chane and attempt to find the skeleton from the bones + //take the chance and attempt to find the skeleton from the bones if (!skeleton) { aiMesh *ai_mesh = state.assimp_scene->mMeshes[p_assimp_node->mMeshes[i]]; for (uint32_t j = 0; j < ai_mesh->mNumBones; j++) { @@ -1598,7 +1596,7 @@ void EditorSceneImporterAssimp::_generate_node(ImportState &state, const aiNode skeleton->localize_rests(); node_name = "Skeleton"; //don't use the bone root name - node_transform = Transform(); //dont transform + node_transform = Transform(); //don't transform new_node = skeleton; } else { |