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