Remove invalid mesh load algorithm.

This commit is contained in:
Masataka SUMI
2021-01-29 18:25:15 +09:00
parent 579fc5ea89
commit 85ef1ef9b3

View File

@@ -46,29 +46,12 @@ namespace UniVRM10
}
mesh.subMeshCount = src.Submeshes.Count;
#if UNITY_2019
var triangles = src.IndexBuffer.GetAsIntArray();
mesh.triangles = triangles;
var flags = MeshUpdateFlags.DontRecalculateBounds | MeshUpdateFlags.DontResetBoneBounds;
for (int i = 0; i < src.Submeshes.Count; ++i)
{
var submesh = src.Submeshes[i];
mesh.SetSubMesh(i, new SubMeshDescriptor
{
indexStart = submesh.Offset,
indexCount = submesh.DrawCount,
},
flags);
}
#else
var triangles = src.IndexBuffer.GetAsIntList();
for (int i = 0; i < src.Submeshes.Count; ++i)
{
var submesh = src.Submeshes[i];
mesh.SetTriangles(triangles.GetRange(submesh.Offset, submesh.DrawCount), i);
}
#endif
foreach (var morphTarget in src.MorphTargets)
{
@@ -78,10 +61,10 @@ namespace UniVRM10
: new Vector3[mesh.vertexCount] // dummy
;
mesh.AddBlendShapeFrame(morphTarget.Name, 100.0f, positions, null, null);
mesh.RecalculateBounds();
mesh.RecalculateTangents();
}
mesh.RecalculateBounds();
mesh.RecalculateTangents();
}
}
}