Fixed GLTF boneWeights uint32 loading (#1768)

boneWeights uint32 were loaded in normals instead of boneWeights.
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Guillaume DEVOILLE 2021-05-13 13:58:51 +02:00 committed by GitHub
parent fff06d24da
commit 45b0dc63cd
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@ -4289,10 +4289,10 @@ static Model LoadGLTF(const char *fileName)
for (int a = 0; a < acc->count; a++) for (int a = 0; a < acc->count; a++)
{ {
GLTFReadValue(acc, a, readValue, 4, sizeof(unsigned int)); GLTFReadValue(acc, a, readValue, 4, sizeof(unsigned int));
model.meshes[primitiveIndex].normals[(a*4) + 0] = (float)readValue[0]; model.meshes[primitiveIndex].boneWeights[(a*4) + 0] = (float)readValue[0];
model.meshes[primitiveIndex].normals[(a*4) + 1] = (float)readValue[1]; model.meshes[primitiveIndex].boneWeights[(a*4) + 1] = (float)readValue[1];
model.meshes[primitiveIndex].normals[(a*4) + 2] = (float)readValue[2]; model.meshes[primitiveIndex].boneWeights[(a*4) + 2] = (float)readValue[2];
model.meshes[primitiveIndex].normals[(a*4) + 3] = (float)readValue[3]; model.meshes[primitiveIndex].boneWeights[(a*4) + 3] = (float)readValue[3];
} }
} }
else else