diff --git a/demo/src/states/game/enemy/enemy.cpp b/demo/src/states/game/enemy/enemy.cpp index 9e5756e..0033e09 100644 --- a/demo/src/states/game/enemy/enemy.cpp +++ b/demo/src/states/game/enemy/enemy.cpp @@ -21,7 +21,7 @@ Enemy::Enemy(TextureRepository* repo) { ObjLoader loader; auto* bodyData = loader.load( - FileUtils::fromCwd("game/models/soldier/soldier.obj"), 4, 20.0F, true); + FileUtils::fromCwd("game/models/soldier/soldier.obj"), 4, 25.0F, true); bodyData->normalsEnabled = false; bodyMesh = new DynamicMesh(*bodyData); diff --git a/engine/src/renderer/3d/mesh/dynamic/dynamic_mesh.cpp b/engine/src/renderer/3d/mesh/dynamic/dynamic_mesh.cpp index 067ef20..52901c9 100644 --- a/engine/src/renderer/3d/mesh/dynamic/dynamic_mesh.cpp +++ b/engine/src/renderer/3d/mesh/dynamic/dynamic_mesh.cpp @@ -33,9 +33,11 @@ DynamicMesh::DynamicMesh(const MeshBuilderData& data) : Mesh(data) { DynamicMesh::DynamicMesh(const MeshBuilder2Data& data) : Mesh(data) { framesCount = data.materials[0]->frames.size(); - TYRA_WARN( - "Frames count should be greater than 1 for DynamicMesh! Maybe you " - "should use StaticMesh?"); + if (framesCount == 1) { + TYRA_WARN( + "Frames count should be greater than 1 for DynamicMesh! Maybe you " + "should use StaticMesh?"); + } frames = new MeshFrame*[framesCount]; for (u32 i = 0; i < framesCount; i++) {