irVertex.norm = (Vector3f) layer0.getVertexData(FbxLayerElement.Type.Normal, i, polygonVertexIndex, positionIndex, 0); irVertex.tang = (Vector3f) layer0.getVertexData(FbxLayerElement.Type.Tangent, i, polygonVertexIndex, positionIndex, 0); irVertex.bitang = (Vector3f) layer0.getVertexData(FbxLayerElement.Type.Binormal, i, polygonVertexIndex, positionIndex, 0); irVertex.uv0 = (Vector2f) layer0.getVertexData(FbxLayerElement.Type.UV, i, polygonVertexIndex, positionIndex, 0); irVertex.color = (ColorRGBA) layer0.getVertexData(FbxLayerElement.Type.Color, i, polygonVertexIndex, positionIndex, 0); irVertex.material = (Integer) layer0.getVertexData(FbxLayerElement.Type.Material, i, polygonVertexIndex, positionIndex, 0); irVertex.smoothing = (Integer) layer0.getVertexData(FbxLayerElement.Type.Smoothing, i, polygonVertexIndex, positionIndex, 0); irVertex.uv1 = (Vector2f) layer1.getVertexData(FbxLayerElement.Type.UV, i, polygonVertexIndex, positionIndex, 0);
irVertex.norm = (Vector3f) layer0.getVertexData(FbxLayerElement.Type.Normal, i, polygonVertexIndex, positionIndex, 0); irVertex.tang = (Vector3f) layer0.getVertexData(FbxLayerElement.Type.Tangent, i, polygonVertexIndex, positionIndex, 0); irVertex.bitang = (Vector3f) layer0.getVertexData(FbxLayerElement.Type.Binormal, i, polygonVertexIndex, positionIndex, 0); irVertex.uv0 = (Vector2f) layer0.getVertexData(FbxLayerElement.Type.UV, i, polygonVertexIndex, positionIndex, 0); irVertex.color = (ColorRGBA) layer0.getVertexData(FbxLayerElement.Type.Color, i, polygonVertexIndex, positionIndex, 0); irVertex.material = (Integer) layer0.getVertexData(FbxLayerElement.Type.Material, i, polygonVertexIndex, positionIndex, 0); irVertex.smoothing = (Integer) layer0.getVertexData(FbxLayerElement.Type.Smoothing, i, polygonVertexIndex, positionIndex, 0); irVertex.uv1 = (Vector2f) layer1.getVertexData(FbxLayerElement.Type.UV, i, polygonVertexIndex, positionIndex, 0);