From 17fac97b045316e68dabcd1edede6f3326d0c25b Mon Sep 17 00:00:00 2001 From: Marco Feuerstein Date: Mon, 26 Jun 2023 15:18:31 +0200 Subject: [PATCH] Fix magic token usage. --- code/AssetLib/glTF/glTFImporter.cpp | 4 ++-- code/AssetLib/glTF2/glTF2Importer.cpp | 4 ++-- 2 files changed, 4 insertions(+), 4 deletions(-) diff --git a/code/AssetLib/glTF/glTFImporter.cpp b/code/AssetLib/glTF/glTFImporter.cpp index 744b1d1e3..27dd1f0e9 100644 --- a/code/AssetLib/glTF/glTFImporter.cpp +++ b/code/AssetLib/glTF/glTFImporter.cpp @@ -93,7 +93,7 @@ const aiImporterDesc *glTFImporter::GetInfo() const { bool glTFImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool /* checkSig */) const { glTF::Asset asset(pIOHandler); try { - asset.Load(pFile, CheckMagicToken(pIOHandler, pFile, AI_GLB_MAGIC_NUMBER, strlen(AI_GLB_MAGIC_NUMBER))); + asset.Load(pFile, CheckMagicToken(pIOHandler, pFile, AI_GLB_MAGIC_NUMBER, 1, 0, strlen(AI_GLB_MAGIC_NUMBER))); return asset.asset; } catch (...) { return false; @@ -697,7 +697,7 @@ void glTFImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOS // read the asset file glTF::Asset asset(pIOHandler); - asset.Load(pFile, CheckMagicToken(pIOHandler, pFile, AI_GLB_MAGIC_NUMBER, strlen(AI_GLB_MAGIC_NUMBER))); + asset.Load(pFile, CheckMagicToken(pIOHandler, pFile, AI_GLB_MAGIC_NUMBER, 1, 0, strlen(AI_GLB_MAGIC_NUMBER))); // // Copy the data out diff --git a/code/AssetLib/glTF2/glTF2Importer.cpp b/code/AssetLib/glTF2/glTF2Importer.cpp index 824fa7fcd..e5058bd4b 100644 --- a/code/AssetLib/glTF2/glTF2Importer.cpp +++ b/code/AssetLib/glTF2/glTF2Importer.cpp @@ -113,7 +113,7 @@ bool glTF2Importer::CanRead(const std::string &filename, IOSystem *pIOHandler, b if (pIOHandler) { glTF2::Asset asset(pIOHandler); return asset.CanRead(filename, CheckMagicToken(pIOHandler, filename, AI_GLB_MAGIC_NUMBER, - strlen(AI_GLB_MAGIC_NUMBER))); + 1, 0, strlen(AI_GLB_MAGIC_NUMBER))); } return false; @@ -1679,7 +1679,7 @@ void glTF2Importer::InternReadFile(const std::string &pFile, aiScene *pScene, IO // read the asset file glTF2::Asset asset(pIOHandler, static_cast(mSchemaDocumentProvider)); - asset.Load(pFile, CheckMagicToken(pIOHandler, pFile, AI_GLB_MAGIC_NUMBER, strlen(AI_GLB_MAGIC_NUMBER))); + asset.Load(pFile, CheckMagicToken(pIOHandler, pFile, AI_GLB_MAGIC_NUMBER, 1, 0, strlen(AI_GLB_MAGIC_NUMBER))); if (asset.scene) { pScene->mName = asset.scene->name; }