Searched refs:hasTangent (Results 1 – 4 of 4) sorted by relevance
378 const bool hasTangent = (tangentCount > 0); in processMesh() local381 … const unsigned int elementSize = 3 + (hasUV ? 2 : 0) + (hasNormal ? 3 : 0) + (hasTangent ? 4 : 0); in processMesh()445 if (hasTangent) { in processMesh()514 if (hasTangent) { in processMesh()
721 bool hasTangent = mesh->HasTangentsAndBitangents(); in loadMesh() local724 aiVector3D *tangents = hasTangent ? mesh->mTangents : nullptr; in loadMesh()728 ushort chunkSize = 6 + (hasTangent ? 3 : 0) + (hasTexture ? 2 : 0) + (hasColor ? 4 : 0); in loadMesh()743 if (hasTangent) { in loadMesh()749 char offset = (hasTangent ? 9 : 6); in loadMesh()754 char offset = 6 + (hasTangent ? 3 : 0) + (hasTexture ? 2 : 0); in loadMesh()780 if (hasTangent) { in loadMesh()793 (hasTangent ? 9 : 6) * sizeof(float), in loadMesh()802 … (6 + (hasTangent ? 3 : 0) + (hasTexture ? 2 : 0)) * sizeof(float), in loadMesh()
470 bool hasTangent = cmdLine.hasArg("tangent"); in main() local827 hasTangent &= hasTexcoord; in main()834 if (hasTangent) in main()842 if (hasTangent) in main()910 if (hasTangent) in main()