Fix verbose output to show node names instead of node Ids

This commit is contained in:
David Ávila Membrives 2017-12-06 18:49:57 +01:00
parent a7f754c5c8
commit 44285f9f93
1 changed files with 3 additions and 3 deletions

View File

@ -724,8 +724,8 @@ static void ReadMesh(RawModel &raw, FbxScene *pScene, FbxNode *pNode, const std:
if (verboseOutput) {
fmt::printf(
"mesh %d: %s (skinned: %d)\n", rawSurfaceIndex, meshName,
skinning.IsSkinned() ? skinning.GetRootNode() : 0);
"mesh %d: %s (skinned: %s)\n", rawSurfaceIndex, meshName,
skinning.IsSkinned() ? raw.GetNode(raw.GetNodeById(skinning.GetRootNode())).name.c_str() : "NO");
}
// The FbxNode geometric transformation describes how a FbxNodeAttribute is offset from
@ -1081,7 +1081,7 @@ static void ReadNodeHierarchy(
std::string newPath = path + "/" + nodeName;
if (verboseOutput) {
fmt::printf("node %d: %s %d\n", nodeIndex, newPath.c_str(), nodeId);
fmt::printf("node %d: %s\n", nodeIndex, newPath.c_str());
}
static int warnRrSsCount = 0;