Fixed Model::SetMesh bug with static meshs

Former-commit-id: 5fcccf6ac485528bcdd4f1250a2ba948a50ca456
This commit is contained in:
Lynix 2013-01-04 02:36:03 +01:00
parent 24af375694
commit be70e48118
1 changed files with 1 additions and 1 deletions

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@ -303,7 +303,7 @@ void NzModel::SetMesh(const NzMesh* mesh, const NzModelParameters& modelParamete
if (m_mesh->GetAnimationType() == nzAnimationType_Skeletal) if (m_mesh->GetAnimationType() == nzAnimationType_Skeletal)
m_skeleton = *mesh->GetSkeleton(); // Copie du squelette template m_skeleton = *mesh->GetSkeleton(); // Copie du squelette template
if (modelParameters.loadAnimation) if (modelParameters.loadAnimation && m_mesh->IsAnimable())
{ {
NzString animationPath = m_mesh->GetAnimation(); NzString animationPath = m_mesh->GetAnimation();
if (!animationPath.IsEmpty()) if (!animationPath.IsEmpty())