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24f585b9aa
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@ -627,10 +627,10 @@ void X3DImporter::Postprocess_BuildNode(const CX3DImporter_NodeElement& pNodeEle
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}
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else
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{
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for(size_t i = 0; i < (size_t)tne_group.Choice; i++) chit_begin++;// forward iterator to choosen node.
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for(size_t i = 0; i < (size_t)tne_group.Choice; i++) chit_begin++;// forward iterator to chosen node.
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chit_end = chit_begin;
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chit_end++;// point end iterator to next element after choosen.
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chit_end++;// point end iterator to next element after chosen node.
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}
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}// if(tne_group.UseChoice)
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}// if(pNodeElement.Type == CX3DImporter_NodeElement::ENET_Group)
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@ -55,7 +55,7 @@ extern "C" {
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// ---------------------------------------------------------------------------
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// Limits. These values are required to match the settings Assimp was
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// compiled against. Therfore, do not redefine them unless you build the
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// compiled against. Therefore, do not redefine them unless you build the
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// library from source using the same definitions.
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// ---------------------------------------------------------------------------
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@ -77,7 +77,7 @@ TEST_F(ExporterTest, testCExportInterface)
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for(size_t i = 0; i < aiGetExportFormatCount(); ++i) {
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const aiExportFormatDesc* const desc = aiGetExportFormatDescription(i);
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EXPECT_TRUE(desc);
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// rest has aleady been validated by testCppExportInterface
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// rest has already been validated by testCppExportInterface
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}
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}
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@ -715,7 +715,7 @@ void CGLView::SetScene(const aiScene *pScene, const QString& pScenePath)
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mHelper_Mesh_Quantity = mScene->mNumMeshes;
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mHelper_Mesh = new SHelper_Mesh*[mScene->mNumMeshes];
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// Walk thru the meshes and extract needed data and, also calculate BBox.
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// Walk through the meshes and extract needed data and, also calculate BBox.
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for(size_t idx_mesh = 0; idx_mesh < mScene->mNumMeshes; idx_mesh++)
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{
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aiMesh& mesh_cur = *mScene->mMeshes[idx_mesh];
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@ -793,7 +793,7 @@ void CGLView::SetScene(const aiScene *pScene, const QString& pScenePath)
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//
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// Scene BBox
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//
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// For calculating right BBox we must walk thru all nodes and apply transformation to meshes BBoxes
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// For calculating right BBox we must walk through all nodes and apply transformation to meshes BBoxes
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if(mHelper_Mesh_Quantity > 0)
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{
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bool first_assign = true;
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@ -178,7 +178,7 @@ namespace AssimpView
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// Convert a height map to a normal map if necessary
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//
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// The function tries to detect the type of a texture automatically.
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// However, this wont work in every case.
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// However, this won't work in every case.
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void HMtoNMIfNecessary( IDirect3DTexture9* piTexture,
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IDirect3DTexture9** piTextureOut,
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bool bWasOriginallyHM = true );
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