Fixed multiplication order for idRenderModelGLTF::ProcessNode_r

This commit is contained in:
HarrievG 2022-09-26 11:36:38 +02:00 committed by Robert Beckebans
parent 0ede52ba72
commit d8f7b72d74

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@ -70,21 +70,10 @@ void idRenderModelGLTF::ProcessNode_r( gltfNode* modelNode, idMat4 parentTransfo
{
gltfMesh* targetMesh = meshList[modelNode->mesh];
idMat4 animTransform;
if( !animIds.Num() )
{
animTransform = nodeToWorldTransform;
}
else
{
animTransform = mat4_identity;
}
for( auto prim : targetMesh->primitives )
{
//ConvertFromMeshGltf should only be used for the map, ConvertGltfMeshToModelsurfaces should be used.
auto* mesh = MapPolygonMesh::ConvertFromMeshGltf( prim, data, animTransform * blenderToDoomTransform );
auto* mesh = MapPolygonMesh::ConvertFromMeshGltf( prim, data, blenderToDoomTransform * nodeToWorldTransform );
modelSurface_t surf;
gltfMaterial* mat = NULL;