Fixed Model::SetMesh bug with static meshs
Former-commit-id: 5fcccf6ac485528bcdd4f1250a2ba948a50ca456
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@@ -303,7 +303,7 @@ void NzModel::SetMesh(const NzMesh* mesh, const NzModelParameters& modelParamete
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if (m_mesh->GetAnimationType() == nzAnimationType_Skeletal)
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if (m_mesh->GetAnimationType() == nzAnimationType_Skeletal)
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m_skeleton = *mesh->GetSkeleton(); // Copie du squelette template
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m_skeleton = *mesh->GetSkeleton(); // Copie du squelette template
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if (modelParameters.loadAnimation)
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if (modelParameters.loadAnimation && m_mesh->IsAnimable())
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{
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{
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NzString animationPath = m_mesh->GetAnimation();
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NzString animationPath = m_mesh->GetAnimation();
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if (!animationPath.IsEmpty())
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if (!animationPath.IsEmpty())
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