diff --git a/code/MDCLoader.cpp b/code/MDCLoader.cpp index 8b3140108..8af18992d 100644 --- a/code/MDCLoader.cpp +++ b/code/MDCLoader.cpp @@ -283,9 +283,8 @@ void MDCImporter::InternReadFile( pcMesh->mNumVertices = pcMesh->mNumFaces * 3; // store the name of the surface for use as node name. - // FIX: make sure there is a 0 termination - const_cast(pcSurface->ucName[AI_MDC_MAXQPATH-1]) = '\0'; - pcMesh->mTextureCoords[3] = (aiVector3D*)pcSurface->ucName; + pcMesh->mName.Set(std::string(pcSurface->ucName + , strnlen(pcSurface->ucName, AI_MDC_MAXQPATH - 1))); // go to the first shader in the file. ignore the others. if (pcSurface->ulNumShaders) @@ -432,7 +431,7 @@ void MDCImporter::InternReadFile( else if (1 == pScene->mNumMeshes) { pScene->mRootNode = new aiNode(); - pScene->mRootNode->mName.Set(std::string((const char*)pScene->mMeshes[0]->mTextureCoords[3])); + pScene->mRootNode->mName = pScene->mMeshes[0]->mName; pScene->mRootNode->mNumMeshes = 1; pScene->mRootNode->mMeshes = new unsigned int[1]; pScene->mRootNode->mMeshes[0] = 0; @@ -447,17 +446,13 @@ void MDCImporter::InternReadFile( { aiNode* pcNode = pScene->mRootNode->mChildren[i] = new aiNode(); pcNode->mParent = pScene->mRootNode; - pcNode->mName.Set(std::string((const char*)pScene->mMeshes[i]->mTextureCoords[3])); + pcNode->mName = pScene->mMeshes[i]->mName; pcNode->mNumMeshes = 1; pcNode->mMeshes = new unsigned int[1]; pcNode->mMeshes[0] = i; } } - // make sure we invalidate the pointer to the mesh name - for (unsigned int i = 0; i < pScene->mNumMeshes;++i) - pScene->mMeshes[i]->mTextureCoords[3] = NULL; - // create materials pScene->mNumMaterials = (unsigned int)aszShaders.size(); pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];