commit
156f7c1ded
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@ -563,7 +563,7 @@ void MS3DImporter::InternReadFile( const std::string& pFile,
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}
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// ... add dummy nodes under a single root, each holding a reference to one
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// mesh. If we didn't do this, we'd loose the group name.
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// mesh. If we didn't do this, we'd lose the group name.
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aiNode* rt = pScene->mRootNode = new aiNode("<MS3DRoot>");
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#ifdef ASSIMP_BUILD_MS3D_ONE_NODE_PER_MESH
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@ -191,7 +191,7 @@ can use a comfortable installer from <a href="http://www.boost-consulting.com/pr
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http://www.boost-consulting.com/products/free</a>. Choose the appropriate version of boost for your runtime of choice.
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<b>If you don't want to use boost</b>, you can build against our <i>"Boost-Workaround"</i>. It consists of very small
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implementations of the various boost utility classes used. However, you'll loose functionality (e.g. threading) by doing this.
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implementations of the various boost utility classes used. However, you'll lose functionality (e.g. threading) by doing this.
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So, if you can use boost, you should use boost. Otherwise, See the @link use_noboost NoBoost-Section @endlink
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later on this page for the details of the workaround.
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@ -139,7 +139,7 @@ IMPLEMENTATION DEPENDENT DIFFERENCES:
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Specifically, the "window manager" in Win32 uses a "click to
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focus" policy. That is, in order for a window to receive
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focus, a mouse button must be clicked in it. Likewise, in
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order for a window to loose focus, a mouse button must be
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order for a window to lose focus, a mouse button must be
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clicked outside the window (or in another window).
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Therefore, the Enter and Leave notification provided by GLUT
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may behave differently in the Win32 and in X11 versions.
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