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				| @ -1,5 +1,5 @@ | |||||||
| use bevy_render::{ | use bevy_render::{ | ||||||
|     mesh::{Mesh, VertexAttribute, VertexAttributeValues}, |     mesh::{Mesh, VertexAttribute}, | ||||||
|     pipeline::PrimitiveTopology, |     pipeline::PrimitiveTopology, | ||||||
| }; | }; | ||||||
| 
 | 
 | ||||||
| @ -76,24 +76,24 @@ fn load_node(buffer_data: &[Vec<u8>], node: &gltf::Node, depth: i32) -> Result<M | |||||||
|             let primitive_topology = get_primitive_topology(primitive.mode())?; |             let primitive_topology = get_primitive_topology(primitive.mode())?; | ||||||
|             let mut mesh = Mesh::new(primitive_topology); |             let mut mesh = Mesh::new(primitive_topology); | ||||||
| 
 | 
 | ||||||
|             if let Some(vertex_attribute) = reader.read_positions().map(|v| VertexAttribute { |             if let Some(vertex_attribute) = reader | ||||||
|                 name: "Vertex_Position".into(), |                 .read_positions() | ||||||
|                 values: VertexAttributeValues::Float3(v.collect()), |                 .map(|v| VertexAttribute::position(v.collect())) | ||||||
|             }) { |             { | ||||||
|                 mesh.attributes.push(vertex_attribute); |                 mesh.attributes.push(vertex_attribute); | ||||||
|             } |             } | ||||||
| 
 | 
 | ||||||
|             if let Some(vertex_attribute) = reader.read_normals().map(|v| VertexAttribute { |             if let Some(vertex_attribute) = reader | ||||||
|                 name: "Vertex_Normal".into(), |                 .read_normals() | ||||||
|                 values: VertexAttributeValues::Float3(v.collect()), |                 .map(|v| VertexAttribute::normal(v.collect())) | ||||||
|             }) { |             { | ||||||
|                 mesh.attributes.push(vertex_attribute); |                 mesh.attributes.push(vertex_attribute); | ||||||
|             } |             } | ||||||
| 
 | 
 | ||||||
|             if let Some(vertex_attribute) = reader.read_tex_coords(0).map(|v| VertexAttribute { |             if let Some(vertex_attribute) = reader | ||||||
|                 name: "Vertex_Uv".into(), |                 .read_tex_coords(0) | ||||||
|                 values: VertexAttributeValues::Float2(v.into_f32().collect()), |                 .map(|v| VertexAttribute::uv(v.into_f32().collect())) | ||||||
|             }) { |             { | ||||||
|                 mesh.attributes.push(vertex_attribute); |                 mesh.attributes.push(vertex_attribute); | ||||||
|             } |             } | ||||||
| 
 | 
 | ||||||
|  | |||||||
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