Cleared majority of codepage warnings in Visual Studio 14.
parent
575afd82f1
commit
c3d40810b5
|
@ -353,7 +353,7 @@ static bool ParseHelper_Decode_Base64_IsBase64(const char pChar)
|
|||
void AMFImporter::ParseHelper_Decode_Base64(const std::string& pInputBase64, std::vector<uint8_t>& pOutputData) const
|
||||
{
|
||||
// With help from
|
||||
// RenИ Nyffenegger http://www.adp-gmbh.ch/cpp/common/base64.html
|
||||
// René Nyffenegger http://www.adp-gmbh.ch/cpp/common/base64.html
|
||||
const std::string base64_chars = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/";
|
||||
|
||||
uint8_t tidx = 0;
|
||||
|
|
|
@ -1135,7 +1135,7 @@ void Parser::ParseLV3ScaleAnimationBlock(ASE::Animation& anim)
|
|||
bool b = false;
|
||||
|
||||
// For the moment we're just reading the three floats -
|
||||
// we ignore the <EFBFBD>dditional information for bezier's and TCBs
|
||||
// we ignore the additional information for bezier's and TCBs
|
||||
|
||||
// simple scaling keyframe
|
||||
if (TokenMatch(filePtr,"CONTROL_SCALE_SAMPLE" ,20))
|
||||
|
@ -1181,7 +1181,7 @@ void Parser::ParseLV3PosAnimationBlock(ASE::Animation& anim)
|
|||
bool b = false;
|
||||
|
||||
// For the moment we're just reading the three floats -
|
||||
// we ignore the <EFBFBD>dditional information for bezier's and TCBs
|
||||
// we ignore the additional information for bezier's and TCBs
|
||||
|
||||
// simple scaling keyframe
|
||||
if (TokenMatch(filePtr,"CONTROL_POS_SAMPLE" ,18))
|
||||
|
@ -1227,7 +1227,7 @@ void Parser::ParseLV3RotAnimationBlock(ASE::Animation& anim)
|
|||
bool b = false;
|
||||
|
||||
// For the moment we're just reading the floats -
|
||||
// we ignore the <EFBFBD>dditional information for bezier's and TCBs
|
||||
// we ignore the additional information for bezier's and TCBs
|
||||
|
||||
// simple scaling keyframe
|
||||
if (TokenMatch(filePtr,"CONTROL_ROT_SAMPLE" ,18))
|
||||
|
|
|
@ -454,7 +454,7 @@ void LWOImporter::FindUVChannels(LWO::Surface& surf,
|
|||
++extra;
|
||||
out[next++] = i;
|
||||
}
|
||||
// B<EFBFBD>h ... seems not to be used at all. Push to end if enough space is available.
|
||||
// Bah ... seems not to be used at all. Push to end if enough space is available.
|
||||
else {
|
||||
out[extra++] = i;
|
||||
++num_extra;
|
||||
|
|
|
@ -702,7 +702,7 @@ void SMDImporter::ParseFile()
|
|||
{
|
||||
if(!SkipSpacesAndLineEnd(szCurrent,&szCurrent)) break;
|
||||
|
||||
// "version <n> \n", <n> should be 1 for hl and hl<EFBFBD> SMD files
|
||||
// "version <n> \n", <n> should be 1 for hl and hl2 SMD files
|
||||
if (TokenMatch(szCurrent,"version",7))
|
||||
{
|
||||
if(!SkipSpaces(szCurrent,&szCurrent)) break;
|
||||
|
|
|
@ -245,7 +245,7 @@ void SpatialSort::FindIdenticalPositions( const aiVector3D& pPosition,
|
|||
|
||||
// The best way to overcome this is the unit in the last place (ULP). A precision of 2 ULPs
|
||||
// tells us that a float does not differ more than 2 bits from the "real" value. ULPs are of
|
||||
// logarithmic precision - around 1, they are 1<EFBFBD>(2^24) and around 10000, they are 0.00125.
|
||||
// logarithmic precision - around 1, they are 1*(2^24) and around 10000, they are 0.00125.
|
||||
|
||||
// For standard C math, we can assume a precision of 0.5 ULPs according to IEEE 754. The
|
||||
// incoming vertex positions might have already been transformed, probably using rather
|
||||
|
|
|
@ -566,7 +566,7 @@ private:
|
|||
/// There shall be at least as many colours in the X3DColorNode node as there are faces.
|
||||
/// b. If colorPerVertex is TRUE, colours are applied to each vertex, as follows:
|
||||
/// If the colorIndex field is not empty, colours are applied to each vertex of the mesh in exactly the same manner that the coordIndex
|
||||
/// field is used to choose coordinates for each vertex from the <Coordinate> node. The colorIndex field shall contain end-of-face markers (−1)
|
||||
/// field is used to choose coordinates for each vertex from the <Coordinate> node. The colorIndex field shall contain end-of-face markers (-1)
|
||||
/// in exactly the same places as the coordIndex field.
|
||||
/// If the colorIndex field is empty, the coordIndex field is used to choose colours from the X3DColorNode node.
|
||||
/// \param [in] pMesh - mesh for adding data.
|
||||
|
|
|
@ -467,7 +467,7 @@ static aiVector3D GeometryHelper_Extrusion_GetNextY(const size_t pSpine_PointIdx
|
|||
if((pSpine_PointIdx == 0) || (pSpine_PointIdx == spine_idx_last))// at first special cases
|
||||
{
|
||||
if(pSpine_Closed)
|
||||
{// If the spine curve is closed: The SCP for the first and last points is the same and is found using (spine[1] − spine[n − 2]) to compute the Y-axis.
|
||||
{// If the spine curve is closed: The SCP for the first and last points is the same and is found using (spine[1] - spine[n - 2]) to compute the Y-axis.
|
||||
// As we even for closed spine curve last and first point in pSpine are not the same: duplicates(spine[n - 1] which are equivalent to spine[0])
|
||||
// in tail are removed.
|
||||
// So, last point in pSpine is a spine[n - 2]
|
||||
|
@ -478,13 +478,13 @@ static aiVector3D GeometryHelper_Extrusion_GetNextY(const size_t pSpine_PointIdx
|
|||
tvec = pSpine[1] - pSpine[0];
|
||||
}
|
||||
else
|
||||
{// The Y-axis used for the last point it is the vector from spine[n−2] to spine[n−1]. In our case(see above about droping tail) spine[n - 1] is
|
||||
{// The Y-axis used for the last point it is the vector from spine[n-2] to spine[n-1]. In our case(see above about droping tail) spine[n - 1] is
|
||||
// the spine[0].
|
||||
tvec = pSpine[spine_idx_last] - pSpine[spine_idx_last - 1];
|
||||
}
|
||||
}// if((pSpine_PointIdx == 0) || (pSpine_PointIdx == spine_idx_last))
|
||||
else
|
||||
{// For all points other than the first or last: The Y-axis for spine[i] is found by normalizing the vector defined by (spine[i+1] − spine[i−1]).
|
||||
{// For all points other than the first or last: The Y-axis for spine[i] is found by normalizing the vector defined by (spine[i+1] - spine[i-1]).
|
||||
tvec = pSpine[pSpine_PointIdx + 1] - pSpine[pSpine_PointIdx - 1];
|
||||
}// if((pSpine_PointIdx == 0) || (pSpine_PointIdx == spine_idx_last)) else
|
||||
|
||||
|
@ -549,7 +549,7 @@ static aiVector3D GeometryHelper_Extrusion_GetNextZ(const size_t pSpine_PointIdx
|
|||
}
|
||||
|
||||
// After determining the Z-axis, its dot product with the Z-axis of the previous spine point is computed. If this value is negative, the Z-axis
|
||||
// is flipped (multiplied by −1).
|
||||
// is flipped (multiplied by -1).
|
||||
if((tvec * pVecZ_Prev) < 0) tvec = -tvec;
|
||||
|
||||
return tvec.Normalize();
|
||||
|
|
|
@ -780,7 +780,7 @@ struct CX3DImporter_NodeElement_Light : public CX3DImporter_NodeElement
|
|||
float Intensity;///< Specifies the brightness of the direct emission from the light.
|
||||
/// \var Attenuation
|
||||
/// PointLight node's illumination falls off with distance as specified by three attenuation coefficients. The attenuation factor
|
||||
/// is: "1 / max(attenuation[0] + attenuation[1] × r + attenuation[2] × r2, 1)", where r is the distance from the light to the surface being illuminated.
|
||||
/// is: "1 / max(attenuation[0] + attenuation[1] * r + attenuation[2] * r2, 1)", where r is the distance from the light to the surface being illuminated.
|
||||
aiVector3D Attenuation;
|
||||
aiVector3D Location;///< Specifies a translation offset of the centre point of the light source from the light's local coordinate system origin.
|
||||
float Radius;///< Specifies the radial extent of the solid angle and the maximum distance from location that may be illuminated by the light source.
|
||||
|
|
|
@ -26,7 +26,7 @@
|
|||
* Paper no. DETC2005-85513 pp. 565-575 *
|
||||
* ASME 2005 International Design Engineering Technical Conferences *
|
||||
* and Computers and Information in Engineering Conference (IDETC/CIE2005) *
|
||||
* September 24–28, 2005 , Long Beach, California, USA *
|
||||
* September 24-28, 2005 , Long Beach, California, USA *
|
||||
* http://www.me.berkeley.edu/~mcmains/pubs/DAC05OffsetPolygon.pdf *
|
||||
* *
|
||||
*******************************************************************************/
|
||||
|
|
|
@ -26,7 +26,7 @@
|
|||
* Paper no. DETC2005-85513 pp. 565-575 *
|
||||
* ASME 2005 International Design Engineering Technical Conferences *
|
||||
* and Computers and Information in Engineering Conference (IDETC/CIE2005) *
|
||||
* September 24–28, 2005 , Long Beach, California, USA *
|
||||
* September 24-28, 2005 , Long Beach, California, USA *
|
||||
* http://www.me.berkeley.edu/~mcmains/pubs/DAC05OffsetPolygon.pdf *
|
||||
* *
|
||||
*******************************************************************************/
|
||||
|
|
|
@ -212,7 +212,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
#if (defined(__BORLANDC__) || defined (__BCPLUSPLUS__))
|
||||
#error Currently, Borland is unsupported. Feel free to port Assimp.
|
||||
|
||||
// "W8059 Packgr<EFBFBD><EFBFBD>e der Struktur ge<67>ndert"
|
||||
// "W8059 Packgröße der Struktur geändert"
|
||||
|
||||
#endif
|
||||
|
||||
|
|
|
@ -154,7 +154,7 @@ public:
|
|||
* vector called "from" into another vector called "to".
|
||||
* Input : from[3], to[3] which both must be *normalized* non-zero vectors
|
||||
* Output: mtx[3][3] -- a 3x3 matrix in colum-major form
|
||||
* Authors: Tomas M<EFBFBD>ller, John Hughes
|
||||
* Authors: Tomas Möller, John Hughes
|
||||
* "Efficiently Building a Matrix to Rotate One Vector to Another"
|
||||
* Journal of Graphics Tools, 4(4):1-4, 1999
|
||||
*/
|
||||
|
|
|
@ -242,7 +242,7 @@ inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Translation( const aiVector2t<T
|
|||
* "from" into another vector called "to".
|
||||
* Input : from[3], to[3] which both must be *normalized* non-zero vectors
|
||||
* Output: mtx[3][3] -- a 3x3 matrix in colum-major form
|
||||
* Authors: Tomas M<EFBFBD>ller, John Hughes
|
||||
* Authors: Tomas Möller, John Hughes
|
||||
* "Efficiently Building a Matrix to Rotate One Vector to Another"
|
||||
* Journal of Graphics Tools, 4(4):1-4, 1999
|
||||
*/
|
||||
|
|
|
@ -592,7 +592,7 @@ inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Scaling( const aiVector3t<TReal
|
|||
* "from" into another vector called "to".
|
||||
* Input : from[3], to[3] which both must be *normalized* non-zero vectors
|
||||
* Output: mtx[3][3] -- a 3x3 matrix in colum-major form
|
||||
* Authors: Tomas M<EFBFBD>ller, John Hughes
|
||||
* Authors: Tomas Möller, John Hughes
|
||||
* "Efficiently Building a Matrix to Rotate One Vector to Another"
|
||||
* Journal of Graphics Tools, 4(4):1-4, 1999
|
||||
*/
|
||||
|
|
Loading…
Reference in New Issue