sprintf: replace sprintf by snprintf.
parent
f4d3d15bbb
commit
c9d00beab8
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@ -379,7 +379,7 @@ struct Material
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static int iCnt = 0;
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char szTemp[128];
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sprintf(szTemp,"UNNAMED_%i",iCnt++);
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snprintf(szTemp, 128, "UNNAMED_%i",iCnt++);
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mName = szTemp;
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}
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@ -435,7 +435,7 @@ struct Mesh : public MeshWithSmoothingGroups<D3DS::Face>
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// Generate a default name for the mesh
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char szTemp[128];
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::sprintf(szTemp,"UNNAMED_%i",iCnt++);
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::snprintf(szTemp, 128, "UNNAMED_%i",iCnt++);
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mName = szTemp;
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}
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@ -495,7 +495,7 @@ struct Node
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// Generate a default name for the node
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char szTemp[128];
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::sprintf(szTemp,"UNNAMED_%i",iCnt++);
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::snprintf(szTemp, 128, "UNNAMED_%i",iCnt++);
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mName = szTemp;
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aRotationKeys.reserve (20);
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@ -211,7 +211,7 @@ void AC3DImporter::LoadObjectSection(std::vector<Object>& objects)
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// Generate a default name for both the light source and the node
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// FIXME - what's the right way to print a size_t? Is 'zu' universally available? stick with the safe version.
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light->mName.length = ::sprintf(light->mName.data,"ACLight_%i",static_cast<unsigned int>(mLights->size())-1);
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light->mName.length = ::snprintf(light->mName.data, MAXLEN, "ACLight_%i",static_cast<unsigned int>(mLights->size())-1);
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obj.name = std::string( light->mName.data );
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DefaultLogger::get()->debug("AC3D: Light source encountered");
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@ -733,13 +733,13 @@ aiNode* AC3DImporter::ConvertObjectSection(Object& object,
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switch (object.type)
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{
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case Object::Group:
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node->mName.length = ::sprintf(node->mName.data,"ACGroup_%i",groups++);
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node->mName.length = ::snprintf(node->mName.data, MAXLEN, "ACGroup_%i",groups++);
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break;
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case Object::Poly:
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node->mName.length = ::sprintf(node->mName.data,"ACPoly_%i",polys++);
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node->mName.length = ::snprintf(node->mName.data, MAXLEN, "ACPoly_%i",polys++);
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break;
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case Object::Light:
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node->mName.length = ::sprintf(node->mName.data,"ACLight_%i",lights++);
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node->mName.length = ::snprintf(node->mName.data, MAXLEN, "ACLight_%i",lights++);
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break;
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// there shouldn't be more than one world, but we don't care
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@ -377,7 +377,7 @@ void UnrealImporter::InternReadFile( const std::string& pFile,
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aiColor3D color(1.f,1.f,1.f);
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aiString s;
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::sprintf( s.data, MAXLEN, "mat%u_tx%u_",i,materials[i].tex );
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::snprintf( s.data, MAXLEN, "mat%u_tx%u_",i,materials[i].tex );
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// set the two-sided flag
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if (materials[i].type == Unreal::MF_NORMAL_TS) {
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