Include meshScaling in normal transform
This commit is contained in:
parent
9c2e485cfc
commit
1a46ccf7ff
|
@ -741,7 +741,7 @@ static void ReadMesh(RawModel &raw, FbxScene *pScene, FbxNode *pNode, const std:
|
|||
const FbxMatrix transform = meshTransform;
|
||||
|
||||
// Remove translation & scaling from transforms that will bi applied to normals, tangents & binormals
|
||||
const FbxMatrix normalTransform(FbxVector4(), meshRotation, FbxVector4(1.0f, 1.0f, 1.0f, 1.0f));
|
||||
const FbxMatrix normalTransform(FbxVector4(), meshRotation, meshScaling);
|
||||
const FbxMatrix inverseTransposeTransform = normalTransform.Inverse().Transpose();
|
||||
|
||||
raw.AddVertexAttribute(RAW_VERTEX_ATTRIBUTE_POSITION);
|
||||
|
|
Loading…
Reference in New Issue