First pass FBX -> Scene File conversion. (#1699)

This is the simple pass, minimizing code changes and focused on comments.

Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
This commit is contained in:
AMZN-stankowi
2021-07-01 08:53:47 -07:00
committed by GitHub
parent ff9d52d38e
commit 4c4be73bd5
33 changed files with 48 additions and 48 deletions
@@ -50,7 +50,7 @@ namespace SceneBuilder
if (m_cachedFingerprint.empty())
{
// put them in an ORDERED set so that changing the reflection
// or the gems loaded does not invalidate FBX files due to order of reflection changing.
// or the gems loaded does not invalidate scene files due to order of reflection changing.
AZStd::set<AZStd::string> fragments;
AZ::SerializeContext* context = nullptr;
@@ -350,7 +350,7 @@ namespace SceneBuilder
AZ::u32 SceneBuilderWorker::BuildSubId(const AZ::SceneAPI::Events::ExportProduct& product) const
{
// Instead of the just the lower 16-bits, use the full 32-bits that are available. There are production examples of
// uber-fbx files that contain hundreds of meshes that need to be split into individual mesh objects as an example.
// uber-scene files that contain hundreds of meshes that need to be split into individual mesh objects as an example.
AZ::u32 id = static_cast<AZ::u32>(product.m_id.GetHash());
if (product.m_lod.has_value())