Utility/MeshLoader: Fix pre-transformation matrix not affecting normal and tangents in some cases (Fix #131)

This commit is contained in:
Lynix
2017-08-30 15:58:19 +02:00
parent 4df9c94eb0
commit c48d752ad4
3 changed files with 19 additions and 4 deletions

View File

@@ -244,6 +244,12 @@ namespace Nz
indexMapper.Unmap(); // Pour laisser les autres tâches affecter l'index buffer
// Remplissage des vertices
// Make sure the normal matrix won't rescale our normals
Nz::Matrix4f normalMatrix = parameters.matrix;
if (normalMatrix.HasScale())
normalMatrix.ApplyScale(1.f / normalMatrix.GetScale());
bool hasNormals = true;
bool hasTexCoords = true;
BufferMapper<VertexBuffer> vertexMapper(vertexBuffer, BufferAccess_WriteOnly);
@@ -259,7 +265,7 @@ namespace Nz
vertex.position = Vector3f(parameters.matrix * vec);
if (vertexIndices.normal > 0)
vertex.normal = normals[vertexIndices.normal-1];
vertex.normal = normalMatrix.Transform(normals[vertexIndices.normal - 1], 0.f);
else
hasNormals = false;