diff --git a/modules/asset_loader/src/vkcv/asset/asset_loader.cpp b/modules/asset_loader/src/vkcv/asset/asset_loader.cpp index e68d9e26fc24ac3f3f339e361ddd983fae5df7bd..a3651d6b07d9bdcf68f8d884f84a8f4e1d53ad14 100644 --- a/modules/asset_loader/src/vkcv/asset/asset_loader.cpp +++ b/modules/asset_loader/src/vkcv/asset/asset_loader.cpp @@ -121,7 +121,7 @@ int createTextures(const std::vector<fx::gltf::Texture>& tex_src, return ASSET_ERROR; } } - c = 4; // FIXME hardcoded to always have RGBA channel layout + c = 4; const size_t nbytes = w * h * c; std::vector<uint8_t> imgdata; imgdata.resize(nbytes); @@ -448,7 +448,6 @@ int createVertexGroups(fx::gltf::Mesh const& objectMesh, } const uint32_t relevantBufferSize = relevantBufferEnd - relevantBufferOffset; - // FIXME: This only works when all vertex attributes are in one buffer std::vector<uint8_t> vertexBufferData; if (!probe) { vertexBufferData.resize(relevantBufferSize); @@ -748,9 +747,6 @@ int probeScene(const std::filesystem::path& path, Scene& scene) { } -// TODO Do we want to _extend_ the given scene with the newly loaded mesh or do -// we want to _clear_ the scene such that the result will always be an empty -// scene with only the given mesh (and associated textures etc)? int loadMesh(const std::filesystem::path &path, const std::string &name, Scene &scene) { fx::gltf::Document sceneObjects;