just a try, i dunno have a clue ...
parent
2eed8b1820
commit
17257cd2ae
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@ -107,7 +107,7 @@ LogStream* LogStream::createDefaultStream(aiDefaultLogStream streams,
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return nullptr;
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#endif
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// Platform-independent default streams
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// Platform-independent default streams
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case aiDefaultLogStream_STDERR:
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return new StdOStreamLogStream(std::cerr);
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case aiDefaultLogStream_STDOUT:
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@ -121,7 +121,7 @@ LogStream* LogStream::createDefaultStream(aiDefaultLogStream streams,
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};
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// For compilers without dead code path detection
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return NULL;
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return nullptr;
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}
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// ----------------------------------------------------------------------------------
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@ -471,12 +471,12 @@ aiReturn aiMaterial::AddBinaryProperty (const void* pInput,
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aiPropertyTypeInfo pType
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)
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{
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ai_assert( pInput != NULL );
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ai_assert( pKey != NULL );
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ai_assert( pInput != nullptr );
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ai_assert(pKey != nullptr );
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ai_assert( 0 != pSizeInBytes );
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if ( 0 == pSizeInBytes ) {
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return AI_FAILURE;
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}
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// first search the list whether there is already an entry with this key
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@ -603,15 +603,18 @@ void ValidateDSProcess::SearchForInvalidTextures(const aiMaterial* pMaterial,
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ReportError("%s #%i is set, but there are only %i %s textures",
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szType,iIndex,iNumIndices,szType);
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}
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if (!iNumIndices)return;
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if (!iNumIndices) {
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return;
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}
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std::vector<aiTextureMapping> mappings(iNumIndices);
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// Now check whether all UV indices are valid ...
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bool bNoSpecified = true;
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for (unsigned int i = 0; i < pMaterial->mNumProperties;++i)
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{
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for (unsigned int i = 0; i < pMaterial->mNumProperties;++i) {
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aiMaterialProperty* prop = pMaterial->mProperties[i];
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if (prop->mSemantic != type)continue;
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if (prop->mSemantic != type) {
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continue;
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}
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if ((int)prop->mIndex >= iNumIndices)
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{
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@ -200,6 +200,9 @@ inline void SetMaterialTextureProperty(std::vector<int> &embeddedTexIdxs, Asset
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uri.length = 1 + ASSIMP_itoa10(uri.data + 1, MAXLEN - 1, texIdx);
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}
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mat->AddProperty(&uri, AI_MATKEY_TEXTURE(texType, texSlot));
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mat->AddProperty(&prop.texCoord, 1, _AI_MATKEY_GLTF_TEXTURE_TEXCOORD_BASE, texType, texSlot);
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if (prop.textureTransformSupported) {
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aiUVTransform transform;
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transform.mTranslation.x = prop.TextureTransformExt_t.offset[0];
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@ -210,9 +213,6 @@ inline void SetMaterialTextureProperty(std::vector<int> &embeddedTexIdxs, Asset
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mat->AddProperty(&transform, 1, _AI_MATKEY_UVTRANSFORM_BASE, texType, texSlot);
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}
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mat->AddProperty(&uri, AI_MATKEY_TEXTURE(texType, texSlot));
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mat->AddProperty(&prop.texCoord, 1, _AI_MATKEY_GLTF_TEXTURE_TEXCOORD_BASE, texType, texSlot);
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if (prop.texture->sampler) {
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Ref<Sampler> sampler = prop.texture->sampler;
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