This was never triggered in previous commits because all prior tests were with Collada files that only used a single vertex format for the entire file (therefore index=0 is always correct). 3ds Max CAT bones are (very appropriately) exported with no texture coordinates, and therefore require a different vertex attribute declaration with a different stride. Coincidentally, this meant that CAT meshes were rendered with the correct vertex attribute, while all (e.g: non-CAT, containing texture coordinates) meshes incorrectly used the CAT vertex attributes, which resulted in garbled nonsensical renderings with meaningless garbage vertex data. This bug alone consumed at least 4 hours of focused debugging time. Because the Collada file that triggered this also contained a complex skeleton, I was originally convinced that the "vertex transformation result is garbage" bug was caused by something more directly related to the animation/joint transform calculation.
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