diff --git a/Source/Engine/Graphics/Models/ModelData.Tool.cpp b/Source/Engine/Graphics/Models/ModelData.Tool.cpp index 099e448f2..d061d0745 100644 --- a/Source/Engine/Graphics/Models/ModelData.Tool.cpp +++ b/Source/Engine/Graphics/Models/ModelData.Tool.cpp @@ -154,8 +154,8 @@ bool MeshData::GenerateLightmapUVs() int32 FindVertex(const MeshData& mesh, int32 vertexIndex, int32 startIndex, int32 searchRange, const Array& mapping #if USE_SPARIAL_SORT - , const Assimp::SpatialSort& spatialSort - , std::vector& sparialSortCache + , const Assimp::SpatialSort& spatialSort + , std::vector& sparialSortCache #endif ) { @@ -181,18 +181,19 @@ int32 FindVertex(const MeshData& mesh, int32 vertexIndex, int32 startIndex, int3 if (v < startIndex || v >= end) continue; #else - const Float3 vPosition = mesh.Positions[vertexIndex]; - const Float2 vUV = mesh.UVs.HasItems() ? mesh.UVs[vertexIndex] : Float2::Zero; - const Float3 vNormal = mesh.Normals.HasItems() ? mesh.Normals[vertexIndex] : Float3::Zero; - const Float3 vTangent = mesh.Tangents.HasItems() ? mesh.Tangents[vertexIndex] : Float3::Zero; - const Float2 vLightmapUV = mesh.LightmapUVs.HasItems() ? mesh.LightmapUVs[vertexIndex] : Float2::Zero; + const Float3 vPosition = mesh.Positions[vertexIndex]; + const Float2 vUV = mesh.UVs.HasItems() ? mesh.UVs[vertexIndex] : Float2::Zero; + const Float3 vNormal = mesh.Normals.HasItems() ? mesh.Normals[vertexIndex] : Float3::Zero; + const Float3 vTangent = mesh.Tangents.HasItems() ? mesh.Tangents[vertexIndex] : Float3::Zero; + const Float2 vLightmapUV = mesh.LightmapUVs.HasItems() ? mesh.LightmapUVs[vertexIndex] : Float2::Zero; const Color vColor = mesh.Colors.HasItems() ? mesh.Colors[vertexIndex] : Color::Black; // Assuming Color::Black as a default color - const int32 end = startIndex + searchRange; - for (int32 v = startIndex; v < end; v++) - { - if (!Float3::NearEqual(vPosition, mesh.Positions[v])) - continue; + const int32 end = startIndex + searchRange; + + for (int32 v = startIndex; v < end; v++) + { + if (!Float3::NearEqual(vPosition, mesh.Positions[v])) + continue; #endif if (mapping[v] == INVALID_INDEX) continue;