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fixed static mesh indices computation, fixes #18
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rdeioris committed Sep 14, 2021
1 parent 85f2fef commit 36303c5
Showing 1 changed file with 2 additions and 2 deletions.
4 changes: 2 additions & 2 deletions Source/glTFRuntime/Private/glTFRuntimeParserStaticMeshes.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -131,9 +131,9 @@ UStaticMesh* FglTFRuntimeParser::LoadStaticMesh_Internal(TArray<TSharedRef<FJson
for (int32 VertexInstanceSectionIndex = 0; VertexInstanceSectionIndex < NumVertexInstancesPerSection; VertexInstanceSectionIndex++)
{
uint32 VertexIndex = Primitive.Indices[VertexInstanceSectionIndex];
LODIndices.Add(VertexInstanceBaseIndex + VertexIndex);
LODIndices.Add(VertexInstanceBaseIndex + VertexInstanceSectionIndex);

FStaticMeshBuildVertex& StaticMeshVertex = StaticMeshBuildVertices[VertexInstanceBaseIndex + VertexIndex];
FStaticMeshBuildVertex& StaticMeshVertex = StaticMeshBuildVertices[VertexInstanceBaseIndex + VertexInstanceSectionIndex];

StaticMeshVertex.Position = GetSafeValue(Primitive.Positions, VertexIndex, FVector::ZeroVector, bMissingIgnore);
BoundingBox += StaticMeshVertex.Position;
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