From 1a46ccf7ff5f42b68d9a11abf0477b2ce775764d Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?David=20=C3=81vila=20Membrives?= Date: Sun, 3 Dec 2017 20:47:41 +0100 Subject: [PATCH] Include meshScaling in normal transform --- src/Fbx2Raw.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/Fbx2Raw.cpp b/src/Fbx2Raw.cpp index 35242ba..61b241f 100644 --- a/src/Fbx2Raw.cpp +++ b/src/Fbx2Raw.cpp @@ -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);