#4314 Fix model suffixes #2

master
Andrey Kleshchev 2025-07-09 15:52:23 +03:00 committed by Andrey Kleshchev
parent e77e74ffbb
commit edaf157e19
1 changed files with 6 additions and 5 deletions

View File

@ -310,8 +310,11 @@ void LLGLTFLoader::addModelToScene(
materials[model->mMaterialList[i]] = LLImportMaterial();
}
}
// Keep base name for scene instance, add LOD suffix to model label for matching
// Keep base name for scene instance.
std::string instance_name = model->mLabel;
// Add suffix. Suffix is nessesary for model matching logic
// because sometimes higher lod can be used as a lower one, so models
// need unique names not just in scope of one lod, but across lods.
model->mLabel += lod_suffix[mLod];
mScene[transformation].push_back(LLModelInstance(model, instance_name, transformation, materials));
stretch_extents(model, transformation);
@ -563,10 +566,8 @@ bool LLGLTFLoader::populateModelFromMesh(LLModel* pModel, const std::string& bas
{
// Set the requested label for the floater display and uploading
pModel->mRequestedLabel = gDirUtilp->getBaseFileName(mFilename, true);
// Set name and suffix. Suffix is nessesary for model matching logic
// because sometimes higher lod can be used as a lower one, so they
// need unique names not just in scope of one lod, but across lods.
pModel->mLabel = base_name + lod_suffix[mLod];
// Set only name, suffix will be added later
pModel->mLabel = base_name;
LL_DEBUGS("GLTF_DEBUG") << "Processing model " << pModel->mLabel << LL_ENDL;