I have something wrong that loading fbx model using assimp
some meshes are located in unusual place
this is result about my renderer. (the face is off)
but other programs (like 3dmax, assimp viewer, and etc...) the face is well attached.
(this is assimp viewer image)
I folloew the reading of vertex while debugging,
and The x-coord of all vertices in the face mesh were added to 200
(this is return value about aiMesh.mVertices)
my import setting is that.
m_pScene = aiImportFile(fileName.c_str(), aiProcess_JoinIdenticalVertices | // join identical vertices/ optimize indexing
aiProcess_ValidateDataStructure | // perform a full validation of the loader's output
aiProcess_ImproveCacheLocality | // improve the cache locality of the output vertices
aiProcess_RemoveRedundantMaterials | // remove redundant materials
aiProcess_GenUVCoords | // convert spherical, cylindrical, box and planar mapping to proper UVs
aiProcess_TransformUVCoords | // pre-process UV transformations (scaling, translation ...)
//aiProcess_FindInstances | // search for instanced meshes and remove them by references to one master
aiProcess_LimitBoneWeights | // limit bone weights to 4 per vertex
aiProcess_OptimizeMeshes | // join small meshes, if possible;
//aiProcess_PreTransformVertices |
aiProcess_GenSmoothNormals | // generate smooth normal vectors if not existing
aiProcess_SplitLargeMeshes | // split large, unrenderable meshes into sub-meshes
aiProcess_Triangulate | // triangulate polygons with more than 3 edges
aiProcess_ConvertToLeftHanded | // convert everything to D3D left handed space
aiProcess_SortByPType); // make 'clean' meshes which consist of a single type of primitives);
Note that if aiProcess_PreThransformVertices flag is used, The model is rendered perfactly!
but this model has animation, so i can't use this flag
and There is one thing that takes
This model's face mesh is made up of rect polygons. (not triangle)
Could this be a problem?
Please please help me about this problem!
If you want other codes, I'll gladly provide all the code
Thanks!