Give higher-numbered animation slots higher priority, not vice-versa

stable-5.2
Armin Burgmeier 2010-01-23 14:15:56 +01:00
parent 1a77c180e8
commit 3b7344dbf7
1 changed files with 2 additions and 8 deletions

View File

@ -797,12 +797,6 @@ StdMeshTransformation StdMeshTrack::GetTransformAt(float time) const
// a) time > animation length
// b) The track does not include a frame for the very end of the animation
// Both is considered an error
if(iter == Frames.end())
{
std::map<float, StdMeshKeyFrame>::const_iterator citer = iter; --citer;
printf("Time: %f (%f-%f)\n", time, Frames.begin()->first, citer->first);
if(time<=0.0) iter = Frames.begin();
}
assert(iter != Frames.end());
if(iter == Frames.begin())
@ -1637,7 +1631,7 @@ StdMeshInstance::AnimationNodeList::iterator StdMeshInstance::GetStackIterForSlo
{
return iter;
}
else if((*iter)->Slot < slot)
else if((*iter)->Slot > slot)
{
if(!create)
return AnimationStack.end();
@ -1645,7 +1639,7 @@ StdMeshInstance::AnimationNodeList::iterator StdMeshInstance::GetStackIterForSlo
return AnimationStack.insert(iter, NULL);
}
}
if(!create)
return AnimationStack.end();
else