Fixing bugs related to 64-bit upgrade in materials
parent
cc16d4a0db
commit
63a4591683
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@ -365,7 +365,7 @@ void Discreet3DSExporter::WriteTexture(const aiMaterial& mat, aiTextureType type
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aiTextureMapMode map_mode[2] = {
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aiTextureMapMode_Wrap, aiTextureMapMode_Wrap
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};
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float blend = 1.0f;
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ai_real blend = 1.0;
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if (mat.GetTexture(type, 0, &path, NULL, NULL, &blend, NULL, map_mode) != AI_SUCCESS || !path.length) {
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return;
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}
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@ -560,6 +560,12 @@ void Discreet3DSExporter::WritePercentChunk(float f) {
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writer.PutF4(f);
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}
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// ------------------------------------------------------------------------------------------------
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void Discreet3DSExporter::WritePercentChunk(double f) {
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ChunkWriter chunk(writer, Discreet3DS::CHUNK_PERCENTD);
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writer.PutF8(f);
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}
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#endif // ASSIMP_BUILD_NO_3DS_EXPORTER
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#endif // ASSIMP_BUILD_NO_EXPORT
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@ -80,6 +80,7 @@ private:
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void WriteString(const aiString& s);
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void WriteColor(const aiColor3D& color);
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void WritePercentChunk(float f);
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void WritePercentChunk(double f);
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private:
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@ -129,6 +129,7 @@ public:
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CHUNK_PERCENTW = 0x0030, // int2 percentage
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CHUNK_PERCENTF = 0x0031, // float4 percentage
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CHUNK_PERCENTD = 0x0032, // float8 percentage
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// ********************************************************************
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// Prj master chunk
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@ -1270,6 +1270,11 @@ void Discreet3DSImporter::ParseTextureChunk(D3DS::Texture* pcOut)
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break;
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case Discreet3DS::CHUNK_PERCENTD:
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// Manually parse the blend factor
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pcOut->mTextureBlend = stream->GetF8();
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break;
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case Discreet3DS::CHUNK_PERCENTF:
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// Manually parse the blend factor
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pcOut->mTextureBlend = stream->GetF4();
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@ -93,7 +93,7 @@ aiReturn aiGetMaterialFloatArray(const aiMaterial* pMat,
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const char* pKey,
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unsigned int type,
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unsigned int index,
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float* pOut,
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ai_real* pOut,
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unsigned int* pMax)
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{
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ai_assert (pOut != NULL);
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@ -105,7 +105,7 @@ aiReturn aiGetMaterialFloatArray(const aiMaterial* pMat,
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return AI_FAILURE;
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}
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// data is given in floats, simply copy it
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// data is given in floats, convert to ai_real
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unsigned int iWrite = 0;
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if( aiPTI_Float == prop->mType || aiPTI_Buffer == prop->mType) {
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iWrite = prop->mDataLength / sizeof(float);
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@ -113,7 +113,20 @@ aiReturn aiGetMaterialFloatArray(const aiMaterial* pMat,
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iWrite = std::min(*pMax,iWrite); ;
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}
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for (unsigned int a = 0; a < iWrite;++a) {
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pOut[a] = static_cast<float> ( reinterpret_cast<float*>(prop->mData)[a] );
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pOut[a] = static_cast<ai_real> ( reinterpret_cast<float*>(prop->mData)[a] );
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}
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if (pMax) {
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*pMax = iWrite;
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}
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}
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// data is given in doubles, convert to float
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else if( aiPTI_Double == prop->mType) {
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iWrite = prop->mDataLength / sizeof(double);
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if (pMax) {
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iWrite = std::min(*pMax,iWrite); ;
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}
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for (unsigned int a = 0; a < iWrite;++a) {
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pOut[a] = static_cast<ai_real> ( reinterpret_cast<double*>(prop->mData)[a] );
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}
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if (pMax) {
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*pMax = iWrite;
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@ -126,7 +139,7 @@ aiReturn aiGetMaterialFloatArray(const aiMaterial* pMat,
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iWrite = std::min(*pMax,iWrite); ;
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}
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for (unsigned int a = 0; a < iWrite;++a) {
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pOut[a] = static_cast<float> ( reinterpret_cast<int32_t*>(prop->mData)[a] );
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pOut[a] = static_cast<ai_real> ( reinterpret_cast<int32_t*>(prop->mData)[a] );
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}
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if (pMax) {
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*pMax = iWrite;
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@ -141,7 +154,7 @@ aiReturn aiGetMaterialFloatArray(const aiMaterial* pMat,
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const char* cur = prop->mData+4;
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ai_assert(prop->mDataLength>=5 && !prop->mData[prop->mDataLength-1]);
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for (unsigned int a = 0; ;++a) {
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cur = fast_atoreal_move<float>(cur,pOut[a]);
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cur = fast_atoreal_move<ai_real>(cur,pOut[a]);
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if(a==iWrite-1) {
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break;
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}
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@ -241,11 +254,11 @@ aiReturn aiGetMaterialColor(const aiMaterial* pMat,
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aiColor4D* pOut)
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{
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unsigned int iMax = 4;
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const aiReturn eRet = aiGetMaterialFloatArray(pMat,pKey,type,index,(float*)pOut,&iMax);
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const aiReturn eRet = aiGetMaterialFloatArray(pMat,pKey,type,index,(ai_real*)pOut,&iMax);
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// if no alpha channel is defined: set it to 1.0
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if (3 == iMax) {
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pOut->a = 1.0f;
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pOut->a = 1.0;
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}
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return eRet;
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@ -260,7 +273,7 @@ aiReturn aiGetMaterialUVTransform(const aiMaterial* pMat,
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aiUVTransform* pOut)
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{
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unsigned int iMax = 4;
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return aiGetMaterialFloatArray(pMat,pKey,type,index,(float*)pOut,&iMax);
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return aiGetMaterialFloatArray(pMat,pKey,type,index,(ai_real*)pOut,&iMax);
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}
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// ------------------------------------------------------------------------------------------------
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@ -326,7 +339,7 @@ aiReturn aiGetMaterialTexture(const C_STRUCT aiMaterial* mat,
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C_STRUCT aiString* path,
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aiTextureMapping* _mapping /*= NULL*/,
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unsigned int* uvindex /*= NULL*/,
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float* blend /*= NULL*/,
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ai_real* blend /*= NULL*/,
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aiTextureOp* op /*= NULL*/,
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aiTextureMapMode* mapmode /*= NULL*/,
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unsigned int* flags /*= NULL*/
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@ -719,7 +719,7 @@ void ValidateDSProcess::Validate( const aiMaterial* pMaterial)
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}
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// make some more specific tests
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float fTemp;
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ai_real fTemp;
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int iShading;
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if (AI_SUCCESS == aiGetMaterialInteger( pMaterial,AI_MATKEY_SHADING_MODEL,&iShading)) {
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switch ((aiShadingMode)iShading)
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@ -741,7 +741,7 @@ void ValidateDSProcess::Validate( const aiMaterial* pMaterial)
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};
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}
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if (AI_SUCCESS == aiGetMaterialFloat( pMaterial,AI_MATKEY_OPACITY,&fTemp) && (!fTemp || fTemp > 1.01f)) {
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if (AI_SUCCESS == aiGetMaterialFloat( pMaterial,AI_MATKEY_OPACITY,&fTemp) && (!fTemp || fTemp > 1.01)) {
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ReportWarning("Invalid opacity value (must be 0 < opacity < 1.0)");
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}
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@ -669,7 +669,7 @@ public:
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unsigned int idx, int* pOut, unsigned int* pMax) const;
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aiReturn Get(const char* pKey,unsigned int type,
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unsigned int idx, float* pOut, unsigned int* pMax) const;
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unsigned int idx, ai_real* pOut, unsigned int* pMax) const;
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// -------------------------------------------------------------------
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/** @brief Retrieve a Type value with a specific key
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@ -690,7 +690,7 @@ public:
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unsigned int idx, int& pOut) const;
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aiReturn Get(const char* pKey,unsigned int type,
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unsigned int idx, float& pOut) const;
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unsigned int idx, ai_real& pOut) const;
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aiReturn Get(const char* pKey,unsigned int type,
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unsigned int idx, aiString& pOut) const;
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@ -747,7 +747,7 @@ public:
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C_STRUCT aiString* path,
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aiTextureMapping* mapping = NULL,
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unsigned int* uvindex = NULL,
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float* blend = NULL,
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ai_real* blend = NULL,
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aiTextureOp* op = NULL,
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aiTextureMapMode* mapmode = NULL) const;
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@ -1329,9 +1329,9 @@ extern "C" {
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* structure or NULL if the key has not been found. */
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// ---------------------------------------------------------------------------
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ASSIMP_API C_ENUM aiReturn aiGetMaterialProperty(
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const C_STRUCT aiMaterial* pMat,
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const C_STRUCT aiMaterial* pMat,
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const char* pKey,
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unsigned int type,
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unsigned int type,
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unsigned int index,
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const C_STRUCT aiMaterialProperty** pPropOut);
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@ -1366,7 +1366,7 @@ ASSIMP_API C_ENUM aiReturn aiGetMaterialFloatArray(
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const char* pKey,
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unsigned int type,
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unsigned int index,
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float* pOut,
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ai_real* pOut,
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unsigned int* pMax);
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@ -1395,7 +1395,7 @@ inline aiReturn aiGetMaterialFloat(const aiMaterial* pMat,
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const char* pKey,
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unsigned int type,
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unsigned int index,
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float* pOut)
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ai_real* pOut)
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{
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return aiGetMaterialFloatArray(pMat,pKey,type,index,pOut,(unsigned int*)0x0);
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}
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@ -1432,7 +1432,7 @@ ASSIMP_API C_ENUM aiReturn aiGetMaterialIntegerArray(const C_STRUCT aiMaterial*
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inline aiReturn aiGetMaterialInteger(const C_STRUCT aiMaterial* pMat,
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const char* pKey,
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unsigned int type,
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unsigned int index,
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unsigned int index,
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int* pOut)
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{
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return aiGetMaterialIntegerArray(pMat,pKey,type,index,pOut,(unsigned int*)0x0);
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@ -1537,7 +1537,7 @@ ASSIMP_API aiReturn aiGetMaterialTexture(const C_STRUCT aiMaterial* mat,
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aiString* path,
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aiTextureMapping* mapping = NULL,
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unsigned int* uvindex = NULL,
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float* blend = NULL,
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ai_real* blend = NULL,
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aiTextureOp* op = NULL,
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aiTextureMapMode* mapmode = NULL,
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unsigned int* flags = NULL);
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@ -1548,7 +1548,7 @@ C_ENUM aiReturn aiGetMaterialTexture(const C_STRUCT aiMaterial* mat,
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C_STRUCT aiString* path,
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C_ENUM aiTextureMapping* mapping /*= NULL*/,
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unsigned int* uvindex /*= NULL*/,
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float* blend /*= NULL*/,
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ai_real* blend /*= NULL*/,
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C_ENUM aiTextureOp* op /*= NULL*/,
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C_ENUM aiTextureMapMode* mapmode /*= NULL*/,
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unsigned int* flags /*= NULL*/);
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@ -55,7 +55,7 @@ inline aiReturn aiMaterial::GetTexture( aiTextureType type,
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C_STRUCT aiString* path,
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aiTextureMapping* mapping /*= NULL*/,
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unsigned int* uvindex /*= NULL*/,
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float* blend /*= NULL*/,
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ai_real* blend /*= NULL*/,
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aiTextureOp* op /*= NULL*/,
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aiTextureMapMode* mapmode /*= NULL*/) const
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{
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@ -123,7 +123,7 @@ inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
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// ---------------------------------------------------------------------------
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inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
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unsigned int idx,float* pOut,
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unsigned int idx,ai_real* pOut,
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unsigned int* pMax) const
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{
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return ::aiGetMaterialFloatArray(this,pKey,type,idx,pOut,pMax);
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@ -137,7 +137,7 @@ inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
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}
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// ---------------------------------------------------------------------------
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inline aiReturn aiMaterial::Get(const char* pKey,unsigned int type,
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unsigned int idx,float& pOut) const
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unsigned int idx,ai_real& pOut) const
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{
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return aiGetMaterialFloat(this,pKey,type,idx,&pOut);
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}
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@ -209,7 +209,7 @@ inline aiReturn aiMaterial::AddProperty(const double* pInput,
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unsigned int index)
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{
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return AddBinaryProperty((const void*)pInput,
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pNumValues * sizeof(float),
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pNumValues * sizeof(double),
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pKey,type,index,aiPTI_Double);
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}
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@ -222,7 +222,7 @@ inline aiReturn aiMaterial::AddProperty(const aiUVTransform* pInput,
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{
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return AddBinaryProperty((const void*)pInput,
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pNumValues * sizeof(aiUVTransform),
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pKey,type,index,aiPTI_Float);
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pKey,type,index,aiPTI_Float); //TODO could be Double ...
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}
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// ---------------------------------------------------------------------------
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@ -234,7 +234,7 @@ inline aiReturn aiMaterial::AddProperty(const aiColor4D* pInput,
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{
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return AddBinaryProperty((const void*)pInput,
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pNumValues * sizeof(aiColor4D),
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pKey,type,index,aiPTI_Float);
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pKey,type,index,aiPTI_Float); //TODO could be Double ...
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}
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// ---------------------------------------------------------------------------
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@ -246,7 +246,7 @@ inline aiReturn aiMaterial::AddProperty(const aiColor3D* pInput,
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{
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return AddBinaryProperty((const void*)pInput,
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pNumValues * sizeof(aiColor3D),
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pKey,type,index,aiPTI_Float);
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pKey,type,index,aiPTI_Float); //TODO could be Double ...
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}
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// ---------------------------------------------------------------------------
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@ -258,7 +258,7 @@ inline aiReturn aiMaterial::AddProperty(const aiVector3D* pInput,
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{
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return AddBinaryProperty((const void*)pInput,
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pNumValues * sizeof(aiVector3D),
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pKey,type,index,aiPTI_Float);
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pKey,type,index,aiPTI_Float); //TODO could be Double ...
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}
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// ---------------------------------------------------------------------------
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@ -293,6 +293,19 @@ inline aiReturn aiMaterial::AddProperty<float>(const float* pInput,
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pKey,type,index,aiPTI_Float);
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}
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// ---------------------------------------------------------------------------
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template<>
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inline aiReturn aiMaterial::AddProperty<double>(const double* pInput,
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const unsigned int pNumValues,
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const char* pKey,
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unsigned int type,
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unsigned int index)
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{
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return AddBinaryProperty((const void*)pInput,
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pNumValues * sizeof(double),
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pKey,type,index,aiPTI_Double);
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}
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// ---------------------------------------------------------------------------
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template<>
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inline aiReturn aiMaterial::AddProperty<aiUVTransform>(const aiUVTransform* pInput,
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@ -3,7 +3,7 @@
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// It takes a file name as command line parameter, loads it using standard
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// settings and displays it.
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//
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// If you intend to _use_ this code sample in your app, do yourself a favour
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// If you intend to _use_ this code sample in your app, do yourself a favour
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// and replace immediate mode calls with VBOs ...
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//
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// The vc8 solution links against assimp-release-dll_win32 - be sure to
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@ -49,9 +49,9 @@ void reshape(int width, int height)
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}
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/* ---------------------------------------------------------------------------- */
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void get_bounding_box_for_node (const struct aiNode* nd,
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struct aiVector3D* min,
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struct aiVector3D* max,
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void get_bounding_box_for_node (const struct aiNode* nd,
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struct aiVector3D* min,
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struct aiVector3D* max,
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struct aiMatrix4x4* trafo
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){
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struct aiMatrix4x4 prev;
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@ -123,7 +123,7 @@ void apply_material(const struct aiMaterial *mtl)
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struct aiColor4D specular;
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struct aiColor4D ambient;
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struct aiColor4D emission;
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float shininess, strength;
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ai_real shininess, strength;
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int two_sided;
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int wireframe;
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unsigned int max;
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@ -174,7 +174,7 @@ void apply_material(const struct aiMaterial *mtl)
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max = 1;
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if((AI_SUCCESS == aiGetMaterialIntegerArray(mtl, AI_MATKEY_TWOSIDED, &two_sided, &max)) && two_sided)
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glDisable(GL_CULL_FACE);
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else
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else
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glEnable(GL_CULL_FACE);
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}
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@ -219,7 +219,7 @@ void recursive_render (const struct aiScene *sc, const struct aiNode* nd)
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int index = face->mIndices[i];
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if(mesh->mColors[0] != NULL)
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glColor4fv((GLfloat*)&mesh->mColors[0][index]);
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if(mesh->mNormals != NULL)
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if(mesh->mNormals != NULL)
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glNormal3fv(&mesh->mNormals[index].x);
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glVertex3fv(&mesh->mVertices[index].x);
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}
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@ -347,11 +347,11 @@ int main(int argc, char **argv)
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aiAttachLogStream(&stream);
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/* the model name can be specified on the command line. If none
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is specified, we try to locate one of the more expressive test
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models from the repository (/models-nonbsd may be missing in
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is specified, we try to locate one of the more expressive test
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models from the repository (/models-nonbsd may be missing in
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some distributions so we need a fallback from /models!). */
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if( 0 != loadasset( argc >= 2 ? argv[1] : "../../test/models-nonbsd/X/dwarf.x")) {
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if( argc != 1 || (0 != loadasset( "../../../../test/models-nonbsd/X/dwarf.x") && 0 != loadasset( "../../test/models/X/Testwuson.X"))) {
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if( argc != 1 || (0 != loadasset( "../../../../test/models-nonbsd/X/dwarf.x") && 0 != loadasset( "../../test/models/X/Testwuson.X"))) {
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return -1;
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}
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}
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@ -367,7 +367,7 @@ int main(int argc, char **argv)
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glEnable(GL_NORMALIZE);
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/* XXX docs say all polygons are emitted CCW, but tests show that some aren't. */
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if(getenv("MODEL_IS_BROKEN"))
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if(getenv("MODEL_IS_BROKEN"))
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glFrontFace(GL_CW);
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glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
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@ -375,8 +375,8 @@ int main(int argc, char **argv)
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glutGet(GLUT_ELAPSED_TIME);
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glutMainLoop();
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/* cleanup - calling 'aiReleaseImport' is important, as the library
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keeps internal resources until the scene is freed again. Not
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/* cleanup - calling 'aiReleaseImport' is important, as the library
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||||
keeps internal resources until the scene is freed again. Not
|
||||
doing so can cause severe resource leaking. */
|
||||
aiReleaseImport(scene);
|
||||
|
||||
|
@ -386,4 +386,3 @@ int main(int argc, char **argv)
|
|||
aiDetachAllLogStreams();
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
|
|
@ -142,13 +142,13 @@ bool Import3DFromFile( const std::string& pFile)
|
|||
}
|
||||
|
||||
// Resize And Initialize The GL Window
|
||||
void ReSizeGLScene(GLsizei width, GLsizei height)
|
||||
void ReSizeGLScene(GLsizei width, GLsizei height)
|
||||
{
|
||||
// Prevent A Divide By Zero By
|
||||
if (height==0)
|
||||
if (height==0)
|
||||
{
|
||||
// Making Height Equal One
|
||||
height=1;
|
||||
height=1;
|
||||
}
|
||||
|
||||
glViewport(0, 0, width, height); // Reset The Current Viewport
|
||||
|
@ -236,7 +236,7 @@ int LoadGLTextures(const aiScene* scene)
|
|||
|
||||
if (success) /* If no error occurred: */
|
||||
{
|
||||
// Convert every colour component into unsigned byte.If your image contains
|
||||
// Convert every colour component into unsigned byte.If your image contains
|
||||
// alpha channel you can replace IL_RGB with IL_RGBA
|
||||
success = ilConvertImage(IL_RGB, IL_UNSIGNED_BYTE);
|
||||
if (!success)
|
||||
|
@ -246,7 +246,7 @@ int LoadGLTextures(const aiScene* scene)
|
|||
return -1;
|
||||
}
|
||||
// Binding of texture name
|
||||
glBindTexture(GL_TEXTURE_2D, textureIds[i]);
|
||||
glBindTexture(GL_TEXTURE_2D, textureIds[i]);
|
||||
// redefine standard texture values
|
||||
// We will use linear interpolation for magnification filter
|
||||
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
|
||||
|
@ -255,7 +255,7 @@ int LoadGLTextures(const aiScene* scene)
|
|||
// Texture specification
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, ilGetInteger(IL_IMAGE_BPP), ilGetInteger(IL_IMAGE_WIDTH),
|
||||
ilGetInteger(IL_IMAGE_HEIGHT), 0, ilGetInteger(IL_IMAGE_FORMAT), GL_UNSIGNED_BYTE,
|
||||
ilGetData());
|
||||
ilGetData());
|
||||
// we also want to be able to deal with odd texture dimensions
|
||||
glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
|
||||
glPixelStorei( GL_UNPACK_ROW_LENGTH, 0 );
|
||||
|
@ -269,7 +269,7 @@ int LoadGLTextures(const aiScene* scene)
|
|||
}
|
||||
}
|
||||
// Because we have already copied image data into texture data we can release memory used by image.
|
||||
ilDeleteImages(numTextures, imageIds);
|
||||
ilDeleteImages(numTextures, imageIds);
|
||||
|
||||
// Cleanup
|
||||
delete [] imageIds;
|
||||
|
@ -342,7 +342,7 @@ void apply_material(const aiMaterial *mtl)
|
|||
aiColor4D specular;
|
||||
aiColor4D ambient;
|
||||
aiColor4D emission;
|
||||
float shininess, strength;
|
||||
ai_real shininess, strength;
|
||||
int two_sided;
|
||||
int wireframe;
|
||||
unsigned int max; // changed: to unsigned
|
||||
|
|
Loading…
Reference in New Issue