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x file loader update #12677

Merged
merged 1 commit into from
Nov 16, 2017
Merged

x file loader update #12677

merged 1 commit into from
Nov 16, 2017

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adrs2002
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fix #12599 unload xfiles.

. Apply structural loading. It corresponds to many X files.
.Separate file of model and animation can be load and bind animation.

fix # 12599 unload xfiles.

. Apply structural loading. It corresponds to many X files.
.Separate file of model and animation can be load and bind animation.
@mrdoob mrdoob merged commit afbc81e into mrdoob:dev Nov 16, 2017
@mrdoob
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mrdoob commented Nov 16, 2017

Thanks!

@WestLangley
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WestLangley commented Nov 26, 2017

@adrs2002

Can you please explain the reason for the so-called zFlag option in the loader? What is the issue it solves?

It appears to set a negative x-scale on the mesh, flip the normals, and set the mesh's material to backside. zFlag is set to true.

/ping @takahirox @Mugen87 also, please

@adrs2002
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sorce : https://msdn.microsoft.com/en-us/library/windows/desktop/bb324490(v=vs.85).aspx

named zFlag, solve coordinate key is z-axis As I intended. and As a result of trial and error, by the time we solved the problem, the name ceased to be meaningful.

You are right. this name is wrong. How shall we change it?
I think that switching to _changeCoordinate is still better.

@WestLangley
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You did this to mirror your animated model, and you got it working by trial and error?

Is that why material.side = THREE.BackSide?

@Mugen87
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Mugen87 commented Nov 27, 2017

Does this mean the loader performs some kind of "conversion" from a left-handed to a right-handed coordinate system?

@adrs2002
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adrs2002 commented Nov 28, 2017

watch this.

mq1
mq2

http://adrs2002.com/sandbox/xloader/xFileLoad_mqx.html

I have created zflag to transform this difference which seems to be a difference in the coordinate system. It may not be the right way. Is there a good way to do it?

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directX.x loader bug
4 participants