Just trying the SVN out, fixed a bug in big endian conversion, that I’m been meaning to get someone to fix
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@651 dfc29bdd-3216-0410-991c-e03cc46cb475master
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feaf212248
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55d4b390ea
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@ -607,7 +607,7 @@ bool CAnimatedMeshB3d::ReadChunkVRTS(io::IReadFile* file, SB3dNode *InNode, SB3D
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if (tex_coord_sets >= 1 && tex_coord_set_size >= 2)
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{
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tu=tex_coords[0][0];
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tu=tex_coords[0][0];
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tv=tex_coords[0][1];
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}
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@ -615,7 +615,7 @@ bool CAnimatedMeshB3d::ReadChunkVRTS(io::IReadFile* file, SB3dNode *InNode, SB3D
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if (tex_coord_sets>=2 && tex_coord_set_size>=2)
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{
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tu2=tex_coords[1][0];
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tu2=tex_coords[1][0];
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tv2=tex_coords[1][1];
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}
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@ -786,7 +786,7 @@ bool CAnimatedMeshB3d::ReadChunkNODE(io::IReadFile* file, SB3dNode *InNode)
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for (n=0; n<=2; n++)
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scale[n] = os::Byteswap::byteswap(scale[n]);
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for (n=0; n<=4; n++)
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for (n=0; n<=3; n++)
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rotation[n] = os::Byteswap::byteswap(rotation[n]);
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#endif
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@ -1196,8 +1196,8 @@ bool CAnimatedMeshB3d::loadFile(io::IReadFile* file)
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{
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Node->Bones[j].pos = BaseVertices[Node->Bones[j].vertex_id]->Pos;
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Node->Bones[j].normal = BaseVertices[Node->Bones[j].vertex_id]->Normal;
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Node->Bones[j].vertex =
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AnimatedVertices_MeshBuffer[ Node->Bones[j].vertex_id ]->getVertex(
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Node->Bones[j].vertex =
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AnimatedVertices_MeshBuffer[ Node->Bones[j].vertex_id ]->getVertex(
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AnimatedVertices_VertexID[ Node->Bones[j].vertex_id ] );
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}
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}
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