From d9a37a2e7ecd2fa5144a4ee2e4dba217c5c4ac04 Mon Sep 17 00:00:00 2001 From: Lars Mueller Date: Thu, 13 Jun 2024 00:29:32 +0200 Subject: [PATCH] fix --- games/devtest/mods/gltf/init.lua | 2 +- .../gltf/models/{simple_skin.gltf => gltf_simple_skin.gltf} | 0 .../models/{spider_animated.gltf => gltf_spider_animated.gltf} | 0 src/unittest/test_irr_gltf_mesh_loader.cpp | 2 +- 4 files changed, 2 insertions(+), 2 deletions(-) rename games/devtest/mods/gltf/models/{simple_skin.gltf => gltf_simple_skin.gltf} (100%) rename games/devtest/mods/gltf/models/{spider_animated.gltf => gltf_spider_animated.gltf} (100%) diff --git a/games/devtest/mods/gltf/init.lua b/games/devtest/mods/gltf/init.lua index fa5ed68b0..47fd3392a 100644 --- a/games/devtest/mods/gltf/init.lua +++ b/games/devtest/mods/gltf/init.lua @@ -25,7 +25,7 @@ register_entity("spider", {"gltf_spider.png"}) minetest.register_entity("gltf:spider_animated", { initial_properties = { visual = "mesh", - mesh = "spider_animated.gltf", + mesh = "gltf_spider_animated.gltf", textures = {"gltf_spider.png"}, }, on_activate = function(self) diff --git a/games/devtest/mods/gltf/models/simple_skin.gltf b/games/devtest/mods/gltf/models/gltf_simple_skin.gltf similarity index 100% rename from games/devtest/mods/gltf/models/simple_skin.gltf rename to games/devtest/mods/gltf/models/gltf_simple_skin.gltf diff --git a/games/devtest/mods/gltf/models/spider_animated.gltf b/games/devtest/mods/gltf/models/gltf_spider_animated.gltf similarity index 100% rename from games/devtest/mods/gltf/models/spider_animated.gltf rename to games/devtest/mods/gltf/models/gltf_spider_animated.gltf diff --git a/src/unittest/test_irr_gltf_mesh_loader.cpp b/src/unittest/test_irr_gltf_mesh_loader.cpp index 596dcac02..62f5f8dc5 100644 --- a/src/unittest/test_irr_gltf_mesh_loader.cpp +++ b/src/unittest/test_irr_gltf_mesh_loader.cpp @@ -370,7 +370,7 @@ SECTION("simple sparse accessor") SECTION("simple skin") { using CSkinnedMesh = irr::scene::CSkinnedMesh; - const auto mesh = loadMesh(model_path + "simple_skin.gltf"); + const auto mesh = loadMesh(model_stem + "simple_skin.gltf"); REQUIRE(mesh != nullptr); auto csm = dynamic_cast(mesh); const auto joints = csm->getAllJoints();