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Sub meshes for entities from Blender work but only without the Y-Up option
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1 changed files with 4 additions and 3 deletions
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@ -32,7 +32,8 @@ If you have questions concerning this license or the applicable additional terms
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// files import as y-up. Use this transform to change the model to z-up.
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static const idAngles blenderToDoomAngels = idAngles( 0.0f, 0.0f, 90 );
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static const idMat4 blenderToDoomTransform( blenderToDoomAngels.ToMat3(), vec3_origin );
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//static const idMat4 blenderToDoomTransform( blenderToDoomAngels.ToMat3(), vec3_origin );
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static const idMat4 blenderToDoomTransform = mat4_identity;
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MapPolygonMesh* MapPolygonMesh::ConvertFromMeshGltf( const gltfMesh_Primitive* prim, gltfData* _data , const idMat4& transform )
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{
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@ -304,7 +305,7 @@ static void ProcessSceneNode_r( idMapEntity* newEntity, gltfNode* node, const id
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//idMat4 nodeToWorldTransform = parentTransform * ( blenderToDoomTransform * node->matrix );
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// bring mesh data into entity space
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idMat4 nodeToEntityTransform = nodeToWorldTransform * worldToEntityTransform;
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idMat4 nodeToEntityTransform = worldToEntityTransform * nodeToWorldTransform;
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if( node->mesh != -1 )
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{
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@ -406,7 +407,7 @@ int idMapEntity::GetEntities( gltfData* data, EntityListRef entities, int sceneI
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}
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#endif
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#if 1
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#if 0
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for( int i = 0; i < newEntity->epairs.GetNumKeyVals(); i++ )
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{
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const idKeyValue* kv = newEntity->epairs.GetKeyVal( i );
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