some niceer ui stuff
[carveJwlIkooP6JGAAIwe30JlM.git] / scene.h
diff --git a/scene.h b/scene.h
index c53c7b3c3c383f8198a1877a3c19965d3fce3c9c..13de419f2542d4f300087babb87ebbe581df49d7 100644 (file)
--- a/scene.h
+++ b/scene.h
@@ -133,11 +133,30 @@ VG_STATIC void scene_add_mdl_submesh( scene_context *ctx, mdl_context *mdl,
       v2_copy( src->uv, pvert->uv );
    }
 
-   for( u32 i=0; i<sm->indice_count; i++ )
-      dst_indices[i] = src_indices[i] + ctx->vertex_count;
+   u32 real_indices = 0;
+   for( u32 i=0; i<sm->indice_count/3; i++ ){
+      u32 *tri = &src_indices[i*3];
+
+      v3f ab, ac, tn;
+      v3_sub( src_verts[tri[2]].co, src_verts[tri[0]].co, ab );
+      v3_sub( src_verts[tri[1]].co, src_verts[tri[0]].co, ac );
+      v3_cross( ac, ab, tn );
+
+      if( v3_length2( tn ) <= 0.00001f )
+         continue;
+
+      dst_indices[real_indices+0] = tri[0] + ctx->vertex_count;
+      dst_indices[real_indices+1] = tri[1] + ctx->vertex_count;
+      dst_indices[real_indices+2] = tri[2] + ctx->vertex_count;
+
+      real_indices += 3;
+   }
+
+   if( real_indices != sm->indice_count )
+      vg_warn( "Zero area triangles in model\n" );
 
    ctx->vertex_count += sm->vertex_count;
-   ctx->indice_count += sm->indice_count;
+   ctx->indice_count += real_indices;
 }
 
 /*