- Fixed compilation for some targets
- Removed BOOST_FOREACH usage in ColladaParser::ReadPrimitives() because they seem to cause problems in NOBOOST builds git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@726 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
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a44e065f58
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@ -1976,8 +1976,9 @@ void ColladaParser::ReadPrimitives( Mesh* pMesh, std::vector<InputChannel>& pPer
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ThrowException( "Expected different index count in <p> element.");
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// find the data for all sources
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BOOST_FOREACH( InputChannel& input, pMesh->mPerVertexData)
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for( std::vector<InputChannel>::iterator it = pMesh->mPerVertexData.begin(); it != pMesh->mPerVertexData.end(); ++it)
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{
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InputChannel& input = *it;
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if( input.mResolved)
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continue;
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@ -1989,8 +1990,9 @@ void ColladaParser::ReadPrimitives( Mesh* pMesh, std::vector<InputChannel>& pPer
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acc->mData = &ResolveLibraryReference( mDataLibrary, acc->mSource);
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}
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// and the same for the per-index channels
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BOOST_FOREACH( InputChannel& input, pPerIndexChannels)
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for( std::vector<InputChannel>::iterator it = pPerIndexChannels.begin(); it != pPerIndexChannels.end(); ++it)
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{
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InputChannel& input = *it;
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if( input.mResolved)
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continue;
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@ -2061,11 +2063,11 @@ void ColladaParser::ReadPrimitives( Mesh* pMesh, std::vector<InputChannel>& pPer
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vindex[offsets] = *idx++;
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// extract per-vertex channels using the global per-vertex offset
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BOOST_FOREACH( const InputChannel& input, pMesh->mPerVertexData)
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ExtractDataObjectFromChannel( input, vindex[perVertexOffset], pMesh);
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for( std::vector<InputChannel>::iterator it = pMesh->mPerVertexData.begin(); it != pMesh->mPerVertexData.end(); ++it)
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ExtractDataObjectFromChannel( *it, vindex[perVertexOffset], pMesh);
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// and extract per-index channels using there specified offset
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BOOST_FOREACH( const InputChannel& input, pPerIndexChannels)
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ExtractDataObjectFromChannel( input, vindex[input.mOffset], pMesh);
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for( std::vector<InputChannel>::iterator it = pPerIndexChannels.begin(); it != pPerIndexChannels.end(); ++it)
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ExtractDataObjectFromChannel( *it, vindex[it->mOffset], pMesh);
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// store the vertex-data index for later assignment of bone vertex weights
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pMesh->mFacePosIndices.push_back( vindex[perVertexOffset]);
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@ -555,7 +555,7 @@ struct aiMesh
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* partitioning.
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* - Vertex animations refer to meshes by their names.
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**/
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aiString mName;
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C_STRUCT aiString mName;
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/** The number of attachment meshes */
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unsigned int mNumAnimMeshes;
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