* Mesh.cloneForAnim() now clones tangent buffer as well
* Fix javadoc in Mesh.cloneForAnim(), the position/normal/tangent buffers are cloned git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@8878 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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@ -260,7 +260,7 @@ public class Mesh implements Savable, Cloneable {
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* Clone the mesh for animation use.
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* This creates a shallow clone of the mesh, sharing most
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* of the {@link VertexBuffer vertex buffer} data, however the
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* {@link Type#BindPosePosition} and {@link Type#BindPoseNormal} buffers
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* {@link Type#Position}, {@link Type#Normal}, and {@link Type#Tangent} buffers
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* are deeply cloned.
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*
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* @return A clone of the mesh for animation use.
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@ -269,6 +269,7 @@ public class Mesh implements Savable, Cloneable {
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Mesh clone = clone();
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if (getBuffer(Type.BindPosePosition) != null){
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VertexBuffer oldPos = getBuffer(Type.Position);
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// NOTE: creates deep clone
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VertexBuffer newPos = oldPos.clone();
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clone.clearBuffer(Type.Position);
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@ -279,6 +280,13 @@ public class Mesh implements Savable, Cloneable {
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VertexBuffer newNorm = oldNorm.clone();
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clone.clearBuffer(Type.Normal);
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clone.setBuffer(newNorm);
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if (getBuffer(Type.BindPoseTangent) != null){
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VertexBuffer oldTang = getBuffer(Type.Tangent);
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VertexBuffer newTang = oldTang.clone();
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clone.clearBuffer(Type.Tangent);
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clone.setBuffer(newTang);
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}
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}
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}
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return clone;
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