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-rw-r--r--modules/fbx/data/fbx_skeleton.cpp2
-rw-r--r--modules/fbx/editor_scene_importer_fbx.cpp2
-rw-r--r--modules/fbx/tools/import_utils.h2
3 files changed, 3 insertions, 3 deletions
diff --git a/modules/fbx/data/fbx_skeleton.cpp b/modules/fbx/data/fbx_skeleton.cpp
index 622b589feb..1ac4922acf 100644
--- a/modules/fbx/data/fbx_skeleton.cpp
+++ b/modules/fbx/data/fbx_skeleton.cpp
@@ -69,7 +69,7 @@ void FBXSkeleton::init_skeleton(const ImportState &state) {
// Make sure the bone name is unique.
const String bone_name = bone->bone_name;
int same_name_count = 0;
- for (int y = x; y < skeleton_bone_count; y++) {
+ for (int y = x + 1; y < skeleton_bone_count; y++) {
Ref<FBXBone> other_bone = skeleton_bones[y];
if (other_bone.is_valid()) {
if (other_bone->bone_name == bone_name) {
diff --git a/modules/fbx/editor_scene_importer_fbx.cpp b/modules/fbx/editor_scene_importer_fbx.cpp
index a2bb547216..e18ebe3930 100644
--- a/modules/fbx/editor_scene_importer_fbx.cpp
+++ b/modules/fbx/editor_scene_importer_fbx.cpp
@@ -628,7 +628,7 @@ Node3D *EditorSceneImporterFBX::_generate_scene(
mesh_data_precached->mesh_node = fbx_node;
// mesh node, mesh id
- mesh_node = mesh_data_precached->create_fbx_mesh(state, mesh_geometry, fbx_node->fbx_model, (p_flags & IMPORT_USE_COMPRESSION) != 0);
+ mesh_node = mesh_data_precached->create_fbx_mesh(state, mesh_geometry, fbx_node->fbx_model, 0);
if (!state.MeshNodes.has(mesh_id)) {
state.MeshNodes.insert(mesh_id, fbx_node);
}
diff --git a/modules/fbx/tools/import_utils.h b/modules/fbx/tools/import_utils.h
index 6261138812..bea28ffeda 100644
--- a/modules/fbx/tools/import_utils.h
+++ b/modules/fbx/tools/import_utils.h
@@ -339,7 +339,7 @@ public:
// } else {
// Ref<Texture> texture = ResourceLoader::load(p_path);
// ERR_FAIL_COND_V(texture.is_null(), Ref<Image>());
- // Ref<Image> image = texture->get_data();
+ // Ref<Image> image = texture->get_image();
// ERR_FAIL_COND_V(image.is_null(), Ref<Image>());
// state.path_to_image_cache.insert(p_path, image);
// return image;