fixed the uv problem
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57df0a2e15
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9ac1a25954
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@ -410,16 +410,15 @@ void OpenGLController::loadMsh(const char * path)
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/////////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////
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/////DEV ZONE
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/////DEV ZONE
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for (auto& modIt : vModels)
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for (auto& modIt : vModels) // for every model chunk
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{
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{
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for (auto& segIt : modIt->segmLst)
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for (auto& segIt : modIt->segmLst) // for every cluster
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{
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{
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for (auto& mshIt : segIt->meshIndices)
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for (auto& mshIt : segIt->meshIndices) // for every polygon
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{
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{
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if (mshIt->size() == 3) // already triangulated
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if (mshIt->size() == 3) // already triangulated
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{
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{
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// for every edge of the polygon (in that case 3)
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for (int i = 0; i < 3; i++) // for every edge of the polygon
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for (int i = 0; i < 3; i++)
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{
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{
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Vertex tempVertex;
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Vertex tempVertex;
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// every edge has 3 coordinates
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// every edge has 3 coordinates
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@ -435,7 +434,7 @@ void OpenGLController::loadMsh(const char * path)
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else
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else
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{
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{
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for (int j = 0; j < 2; j++)
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for (int j = 0; j < 2; j++)
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tempVertex.uv[j] = (GLfloat)segIt->uv[(*mshIt)[i] * 3 + j];
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tempVertex.uv[j] = (GLfloat)segIt->uv[(*mshIt)[i] * 2 + j];
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}
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}
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tempBufferData.push_back(tempVertex);
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tempBufferData.push_back(tempVertex);
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}
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}
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