fix invaid macro usage.

pull/1918/head
kimkulling 2018-04-26 15:41:31 +02:00
parent 68288782e4
commit a5e14db19b
1 changed files with 2 additions and 6 deletions

View File

@ -373,7 +373,7 @@ void DXFImporter::ExpandBlockReferences(DXF::Block& bl,const DXF::BlockMap& bloc
// first check if the referenced blocks exists ... // first check if the referenced blocks exists ...
const DXF::BlockMap::const_iterator it = blocks_by_name.find(insert.name); const DXF::BlockMap::const_iterator it = blocks_by_name.find(insert.name);
if (it == blocks_by_name.end()) { if (it == blocks_by_name.end()) {
ASSIMP_LOG_ERROR("DXF: Failed to resolve block reference: ", insert.name,"; skipping" ); ASSIMP_LOG_ERROR_F("DXF: Failed to resolve block reference: ", insert.name,"; skipping" );
continue; continue;
} }
@ -406,7 +406,6 @@ void DXFImporter::ExpandBlockReferences(DXF::Block& bl,const DXF::BlockMap& bloc
} }
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
void DXFImporter::GenerateMaterials(aiScene* pScene, DXF::FileData& /*output*/) void DXFImporter::GenerateMaterials(aiScene* pScene, DXF::FileData& /*output*/)
{ {
@ -433,7 +432,6 @@ void DXFImporter::GenerateMaterials(aiScene* pScene, DXF::FileData& /*output*/)
pScene->mMaterials[0] = pcMat; pScene->mMaterials[0] = pcMat;
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
void DXFImporter::GenerateHierarchy(aiScene* pScene, DXF::FileData& /*output*/) void DXFImporter::GenerateHierarchy(aiScene* pScene, DXF::FileData& /*output*/)
{ {
@ -444,9 +442,7 @@ void DXFImporter::GenerateHierarchy(aiScene* pScene, DXF::FileData& /*output*/)
if (1 == pScene->mNumMeshes) { if (1 == pScene->mNumMeshes) {
pScene->mRootNode->mMeshes = new unsigned int[ pScene->mRootNode->mNumMeshes = 1 ]; pScene->mRootNode->mMeshes = new unsigned int[ pScene->mRootNode->mNumMeshes = 1 ];
pScene->mRootNode->mMeshes[0] = 0; pScene->mRootNode->mMeshes[0] = 0;
} } else {
else
{
pScene->mRootNode->mChildren = new aiNode*[ pScene->mRootNode->mNumChildren = pScene->mNumMeshes ]; pScene->mRootNode->mChildren = new aiNode*[ pScene->mRootNode->mNumChildren = pScene->mNumMeshes ];
for (unsigned int m = 0; m < pScene->mRootNode->mNumChildren;++m) { for (unsigned int m = 0; m < pScene->mRootNode->mNumChildren;++m) {
aiNode* p = pScene->mRootNode->mChildren[m] = new aiNode(); aiNode* p = pScene->mRootNode->mChildren[m] = new aiNode();