Merge branch 'master' into tr1
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21b56b0058
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@ -39,7 +39,7 @@ Take a look into the https://github.com/assimp/assimp/blob/master/Build.md file.
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### Ports ###
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* [Android](port/AndroidJNI/README.md)
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* [Python](port/PyAssimp/README.md)
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* [.NET](https://github.com/assimp/assimp-net)
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* [.NET](https://bitbucket.org/Starnick/assimpnet/src/master/)
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* [Pascal](port/AssimpPascal/Readme.md)
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* [Javascript (Alpha)](https://github.com/makc/assimp2json)
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* [Unity 3d Plugin](https://www.assetstore.unity3d.com/en/#!/content/91777)
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@ -250,7 +250,7 @@ void MDCImporter::InternReadFile(
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// get the number of valid surfaces
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BE_NCONST MDC::Surface *pcSurface, *pcSurface2;
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pcSurface = pcSurface2 = new (mBuffer + pcHeader->ulOffsetSurfaces) MDC::Surface;
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pcSurface = pcSurface2 = reinterpret_cast<BE_NCONST MDC::Surface *>(mBuffer + pcHeader->ulOffsetSurfaces);
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unsigned int iNumShaders = 0;
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for (unsigned int i = 0; i < pcHeader->ulNumSurfaces; ++i) {
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// validate the surface header
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@ -260,7 +260,7 @@ void MDCImporter::InternReadFile(
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++pScene->mNumMeshes;
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}
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iNumShaders += pcSurface2->ulNumShaders;
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pcSurface2 = new ((int8_t *)pcSurface2 + pcSurface2->ulOffsetEnd) MDC::Surface;
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pcSurface2 = reinterpret_cast<BE_NCONST MDC::Surface *>((BE_NCONST int8_t *)pcSurface2 + pcSurface2->ulOffsetEnd);
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}
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aszShaders.reserve(iNumShaders);
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pScene->mMeshes = new aiMesh *[pScene->mNumMeshes];
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@ -405,7 +405,7 @@ void MDCImporter::InternReadFile(
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pcFaceCur->mIndices[2] = iOutIndex + 0;
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}
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pcSurface = new ((int8_t *)pcSurface + pcSurface->ulOffsetEnd) MDC::Surface;
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pcSurface = reinterpret_cast<BE_NCONST MDC::Surface *>((BE_NCONST int8_t *)pcSurface + pcSurface->ulOffsetEnd);
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}
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// create a flat node graph with a root node and one child for each surface
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