More reduced scope fix, what's wrong with reusing i as a loop variable?

pull/2736/head
bzt 2019-10-30 01:21:15 +01:00
parent 7ed621b53f
commit 5a79287041
1 changed files with 2 additions and 3 deletions

View File

@ -643,7 +643,6 @@ void M3DImporter::populateMesh(aiMesh *pMesh, std::vector<aiFace> *faces, std::v
" numnormals ", normals->size(), " numtexcoord ", texcoords->size(), " numbones ", m3d->numbone); " numnormals ", normals->size(), " numtexcoord ", texcoords->size(), " numbones ", m3d->numbone);
if(vertices->size() && faces->size()) { if(vertices->size() && faces->size()) {
unsigned int i;
pMesh->mNumFaces = faces->size(); pMesh->mNumFaces = faces->size();
pMesh->mFaces = new aiFace[pMesh->mNumFaces]; pMesh->mFaces = new aiFace[pMesh->mNumFaces];
std::copy(faces->begin(), faces->end(), pMesh->mFaces); std::copy(faces->begin(), faces->end(), pMesh->mFaces);
@ -669,7 +668,7 @@ void M3DImporter::populateMesh(aiMesh *pMesh, std::vector<aiFace> *faces, std::v
/* we need aiBone with mOffsetMatrix for bones without weights as well */ /* we need aiBone with mOffsetMatrix for bones without weights as well */
if(pMesh->mNumBones) { if(pMesh->mNumBones) {
pMesh->mBones = new aiBone*[pMesh->mNumBones]; pMesh->mBones = new aiBone*[pMesh->mNumBones];
for(i = 0; i < m3d->numbone; i++) { for(unsigned int i = 0; i < m3d->numbone; i++) {
aiNode *pNode; aiNode *pNode;
pMesh->mBones[i] = new aiBone; pMesh->mBones[i] = new aiBone;
pMesh->mBones[i]->mName = aiString(std::string(m3d->bone[i].name)); pMesh->mBones[i]->mName = aiString(std::string(m3d->bone[i].name));
@ -682,7 +681,7 @@ void M3DImporter::populateMesh(aiMesh *pMesh, std::vector<aiFace> *faces, std::v
pMesh->mBones[i]->mOffsetMatrix = aiMatrix4x4(); pMesh->mBones[i]->mOffsetMatrix = aiMatrix4x4();
} }
if(vertexids->size()) { if(vertexids->size()) {
unsigned int j; unsigned int i, j;
// first count how many vertices we have per bone // first count how many vertices we have per bone
for(i = 0; i < vertexids->size(); i++) { for(i = 0; i < vertexids->size(); i++) {
unsigned int s = m3d->vertex[vertexids->at(i)].skinid; unsigned int s = m3d->vertex[vertexids->at(i)].skinid;