Rename TextureTypeToString() to aiTextureTypeToString()
Closes: https://github.com/assimp/assimp/issues/4493pull/4512/head
parent
461370946c
commit
1d3d5c4bb6
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@ -365,7 +365,7 @@ static void WriteDump(const char *pFile, const char *cmd, const aiScene *scene,
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ioprintf(io, "\t\t\t<MatProperty key=\"%s\" \n\t\t\ttype=\"%s\" tex_usage=\"%s\" tex_index=\"%u\"",
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ioprintf(io, "\t\t\t<MatProperty key=\"%s\" \n\t\t\ttype=\"%s\" tex_usage=\"%s\" tex_index=\"%u\"",
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prop->mKey.data, sz,
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prop->mKey.data, sz,
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::TextureTypeToString((aiTextureType)prop->mSemantic), prop->mIndex);
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::aiTextureTypeToString((aiTextureType)prop->mSemantic), prop->mIndex);
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if (prop->mType == aiPTI_Float) {
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if (prop->mType == aiPTI_Float) {
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ioprintf(io, " size=\"%i\">\n\t\t\t\t",
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ioprintf(io, " size=\"%i\">\n\t\t\t\t",
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@ -46,7 +46,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <assimp/material.h>
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#include <assimp/material.h>
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// -------------------------------------------------------------------------------
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// -------------------------------------------------------------------------------
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const char *TextureTypeToString(aiTextureType in) {
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const char *aiTextureTypeToString(aiTextureType in) {
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switch (in) {
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switch (in) {
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case aiTextureType_NONE:
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case aiTextureType_NONE:
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return "n/a";
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return "n/a";
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@ -590,7 +590,7 @@ void PbrtExporter::WriteMaterial(int m) {
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for (int i = 1; i <= aiTextureType_UNKNOWN; i++) {
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for (int i = 1; i <= aiTextureType_UNKNOWN; i++) {
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int count = material->GetTextureCount(aiTextureType(i));
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int count = material->GetTextureCount(aiTextureType(i));
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if (count > 0)
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if (count > 0)
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mOutput << TextureTypeToString(aiTextureType(i)) << ": " << count << " ";
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mOutput << aiTextureTypeToString(aiTextureType(i)) << ": " << count << " ";
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}
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}
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mOutput << "\n";
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mOutput << "\n";
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@ -415,7 +415,7 @@ void ComputeUVMappingProcess::Execute( aiScene* pScene)
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if (!DefaultLogger::isNullLogger())
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if (!DefaultLogger::isNullLogger())
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{
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{
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ai_snprintf(buffer, 1024, "Found non-UV mapped texture (%s,%u). Mapping type: %s",
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ai_snprintf(buffer, 1024, "Found non-UV mapped texture (%s,%u). Mapping type: %s",
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TextureTypeToString((aiTextureType)prop->mSemantic),prop->mIndex,
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aiTextureTypeToString((aiTextureType)prop->mSemantic),prop->mIndex,
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MappingTypeToString(mapping));
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MappingTypeToString(mapping));
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ASSIMP_LOG_INFO(buffer);
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ASSIMP_LOG_INFO(buffer);
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@ -521,7 +521,7 @@ void ValidateDSProcess::Validate(const aiAnimation *pAnimation) {
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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void ValidateDSProcess::SearchForInvalidTextures(const aiMaterial *pMaterial,
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void ValidateDSProcess::SearchForInvalidTextures(const aiMaterial *pMaterial,
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aiTextureType type) {
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aiTextureType type) {
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const char *szType = TextureTypeToString(type);
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const char *szType = aiTextureTypeToString(type);
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// ****************************************************************************
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// ****************************************************************************
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// Search all keys of the material ...
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// Search all keys of the material ...
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@ -335,7 +335,7 @@ enum aiTextureType {
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// -------------------------------------------------------------------------------
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// -------------------------------------------------------------------------------
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// Get a string for a given aiTextureType
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// Get a string for a given aiTextureType
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ASSIMP_API const char *TextureTypeToString(enum aiTextureType in);
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ASSIMP_API const char *aiTextureTypeToString(enum aiTextureType in);
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// ---------------------------------------------------------------------------
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// ---------------------------------------------------------------------------
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/** @brief Defines all shading models supported by the library
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/** @brief Defines all shading models supported by the library
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@ -441,7 +441,7 @@ int Assimp_Info(const char *const *params, unsigned int num) {
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prop->mKey.data,
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prop->mKey.data,
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prop->mIndex,
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prop->mIndex,
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prop->mDataLength,
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prop->mDataLength,
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TextureTypeToString(textype));
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aiTextureTypeToString(textype));
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}
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}
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}
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}
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if (scene->mNumMaterials) {
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if (scene->mNumMaterials) {
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