Merge branch 'issue_3564' of https://github.com/assimp/assimp into issue_3564
commit
6f759474bc
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@ -46,7 +46,7 @@ TEST_F( utStandardShapes, testMakeMesh ) {
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Assimp::StandardShapes::MakeSphere(1, positions);
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Assimp::StandardShapes::MakeSphere(1, positions);
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// Make mesh
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// Make mesh
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const auto numIndicesPerPrimitive = 3;
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const auto numIndicesPerPrimitive = 3u;
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aiMesh *aiMeshPtr = Assimp::StandardShapes::MakeMesh(positions, numIndicesPerPrimitive);
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aiMesh *aiMeshPtr = Assimp::StandardShapes::MakeMesh(positions, numIndicesPerPrimitive);
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// The mNumIndices member of the second face is now incorrect
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// The mNumIndices member of the second face is now incorrect
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@ -324,7 +324,7 @@ TEST_F(utFBXImporterExporter, importMaxPbrMaterialsMetalRoughness) {
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ASSERT_NE(nullptr, scene);
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ASSERT_NE(nullptr, scene);
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ASSERT_TRUE(scene->mRootNode);
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ASSERT_TRUE(scene->mRootNode);
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ASSERT_EQ(scene->mNumMaterials, 1);
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ASSERT_EQ(scene->mNumMaterials, 1u);
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const aiMaterial* mat = scene->mMaterials[0];
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const aiMaterial* mat = scene->mMaterials[0];
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aiString texture;
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aiString texture;
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ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_BASE_COLOR, 0), texture), AI_SUCCESS);
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ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_BASE_COLOR, 0), texture), AI_SUCCESS);
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@ -377,7 +377,7 @@ TEST_F(utFBXImporterExporter, importMaxPbrMaterialsSpecularGloss) {
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ASSERT_NE(nullptr, scene);
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ASSERT_NE(nullptr, scene);
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ASSERT_TRUE(scene->mRootNode);
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ASSERT_TRUE(scene->mRootNode);
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ASSERT_EQ(scene->mNumMaterials, 1);
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ASSERT_EQ(scene->mNumMaterials, 1u);
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const aiMaterial* mat = scene->mMaterials[0];
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const aiMaterial* mat = scene->mMaterials[0];
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aiString texture;
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aiString texture;
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ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_BASE_COLOR, 0), texture), AI_SUCCESS);
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ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_BASE_COLOR, 0), texture), AI_SUCCESS);
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@ -201,8 +201,8 @@ TEST_F(FindDegeneratesProcessTest, meshRemoval) {
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mProcess->Execute(scene.get());
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mProcess->Execute(scene.get());
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EXPECT_EQ(scene->mNumMeshes, 1);
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EXPECT_EQ(scene->mNumMeshes, 1u);
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EXPECT_EQ(scene->mMeshes[0], meshWhichSurvives);
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EXPECT_EQ(scene->mMeshes[0], meshWhichSurvives);
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EXPECT_EQ(scene->mRootNode->mNumMeshes, 1);
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EXPECT_EQ(scene->mRootNode->mNumMeshes, 1u);
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EXPECT_EQ(scene->mRootNode->mMeshes[0], 0);
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EXPECT_EQ(scene->mRootNode->mMeshes[0], 0u);
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}
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}
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