Improved MD2, MD5 and PCX loader code
Former-commit-id: ab715a3d52030f1e514c1b0d250b8e6cb3883ad5
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@@ -183,7 +183,7 @@ bool NzMD5MeshParser::Parse(NzMesh* mesh)
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if (parent >= 0)
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bindMatrix.MakeTransform(m_joints[i].bindPos, m_joints[i].bindOrient);
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else
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bindMatrix.MakeTransform(rotationQuat * m_joints[i].bindPos, rotationQuat * m_joints[i].bindOrient, scale);
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bindMatrix.MakeTransform(rotationQuat * m_joints[i].bindPos, rotationQuat * m_joints[i].bindOrient);
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joint->SetInverseBindMatrix(bindMatrix.InverseAffine());
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}
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@@ -250,7 +250,7 @@ bool NzMD5MeshParser::Parse(NzMesh* mesh)
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vertexWeight->weights[j] = vertex.startWeight + j;
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}
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bindPosVertex->position = scale * finalPos;
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bindPosVertex->position = finalPos;
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bindPosVertex->uv.Set(vertex.uv.x, 1.f-vertex.uv.y);
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bindPosVertex++;
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vertexWeight++;
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@@ -258,6 +258,8 @@ bool NzMD5MeshParser::Parse(NzMesh* mesh)
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// Material
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mesh->SetMaterial(i, baseDir + md5Mesh.shader);
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subMesh->GenerateNormalsAndTangents();
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subMesh->SetMaterialIndex(i);
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mesh->AddSubMesh(subMesh.get());
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