Disable normal and tangent gathering.

It's always junk. I'm not sure they're ever exported.

We can explore this in greater detail another time.
This commit is contained in:
Par Winzell 2017-10-31 15:08:54 -07:00
parent a8bb38f110
commit 44a9233d4a
1 changed files with 2 additions and 1 deletions

View File

@ -566,6 +566,7 @@ private:
positions.push_back(shapePoints[pointIx] - meshPoints[pointIx]); positions.push_back(shapePoints[pointIx] - meshPoints[pointIx]);
} }
#if 0 // I've never seen anything but zero normals and tangents come out of this. Revisit later.
// maybe fetch normals // maybe fetch normals
if (meshNormals) { if (meshNormals) {
FbxLayerElementArrayTemplate<FbxVector4>* fbxNormals = nullptr; FbxLayerElementArrayTemplate<FbxVector4>* fbxNormals = nullptr;
@ -585,7 +586,7 @@ private:
} }
} }
} }
#endif
// finally combine all this into a TargetShape and add it to our work-in-progress BlendChannel // finally combine all this into a TargetShape and add it to our work-in-progress BlendChannel
shape.targetShapes.push_back( shape.targetShapes.push_back(
BlendChannel::TargetShape(fullWeights[targetShapeIx], positions, normals, tangents) BlendChannel::TargetShape(fullWeights[targetShapeIx], positions, normals, tangents)