3DS: Fix strict aliasing violations
parent
bbb60c29f0
commit
6788d7b18b
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@ -204,8 +204,9 @@ void CopyTexture(aiMaterial& mat, D3DS::Texture& texture, aiTextureType type)
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mat.AddProperty<ai_real>( &texture.mTextureBlend, 1, AI_MATKEY_TEXBLEND(type,0));
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mat.AddProperty<ai_real>( &texture.mTextureBlend, 1, AI_MATKEY_TEXBLEND(type,0));
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// Setup the texture mapping mode
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// Setup the texture mapping mode
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mat.AddProperty<int>((int*)&texture.mMapMode,1,AI_MATKEY_MAPPINGMODE_U(type,0));
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int mapMode = static_cast<int>(texture.mMapMode);
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mat.AddProperty<int>((int*)&texture.mMapMode,1,AI_MATKEY_MAPPINGMODE_V(type,0));
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mat.AddProperty<int>(&mapMode,1,AI_MATKEY_MAPPINGMODE_U(type,0));
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mat.AddProperty<int>(&mapMode,1,AI_MATKEY_MAPPINGMODE_V(type,0));
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// Mirroring - double the scaling values
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// Mirroring - double the scaling values
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// FIXME: this is not really correct ...
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// FIXME: this is not really correct ...
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@ -313,7 +314,8 @@ void Discreet3DSImporter::ConvertMaterial(D3DS::Material& oldMat,
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case D3DS::Discreet3DS::Blinn :
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case D3DS::Discreet3DS::Blinn :
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eShading = aiShadingMode_Blinn; break;
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eShading = aiShadingMode_Blinn; break;
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}
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}
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mat.AddProperty<int>( (int*)&eShading,1,AI_MATKEY_SHADING_MODEL);
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int eShading_ = static_cast<int>(eShading);
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mat.AddProperty<int>(&eShading_, 1, AI_MATKEY_SHADING_MODEL);
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// DIFFUSE texture
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// DIFFUSE texture
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if( oldMat.sTexDiffuse.mMapName.length() > 0)
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if( oldMat.sTexDiffuse.mMapName.length() > 0)
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