Comments (5)
Note: singed integer binary representation before c++20 is implementation defined
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No malformed-data warnings importing into maya or anything.
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Without triangulation indices/vertices are basically raw data from fbx, so it's probably something else. The code for that was contributed by some other user, so I don't guarantee it's correct. If you want you can upload the model and I will take a look.
Note: raw indices have negative values marking end of polygon: https://github.com/nem0/OpenFBX/blob/master/src/ofbx.cpp#L2299
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Yeah, I'm accounting for those. BTW, (-idx - 1)
is just bitwise complement, so you can use ~idx
and save some instructions.
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I tried to import the model in Lumix Engine and it seems ok (although it's with triangulation)
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