Merge branch 'master' into kimkulling-net-doc
commit
d112095a83
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@ -204,8 +204,9 @@ void CopyTexture(aiMaterial& mat, D3DS::Texture& texture, aiTextureType type)
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mat.AddProperty<ai_real>( &texture.mTextureBlend, 1, AI_MATKEY_TEXBLEND(type,0));
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// Setup the texture mapping mode
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mat.AddProperty<int>((int*)&texture.mMapMode,1,AI_MATKEY_MAPPINGMODE_U(type,0));
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mat.AddProperty<int>((int*)&texture.mMapMode,1,AI_MATKEY_MAPPINGMODE_V(type,0));
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int mapMode = static_cast<int>(texture.mMapMode);
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mat.AddProperty<int>(&mapMode,1,AI_MATKEY_MAPPINGMODE_U(type,0));
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mat.AddProperty<int>(&mapMode,1,AI_MATKEY_MAPPINGMODE_V(type,0));
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// Mirroring - double the scaling values
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// FIXME: this is not really correct ...
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@ -313,7 +314,8 @@ void Discreet3DSImporter::ConvertMaterial(D3DS::Material& oldMat,
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case D3DS::Discreet3DS::Blinn :
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eShading = aiShadingMode_Blinn; break;
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}
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mat.AddProperty<int>( (int*)&eShading,1,AI_MATKEY_SHADING_MODEL);
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int eShading_ = static_cast<int>(eShading);
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mat.AddProperty<int>(&eShading_, 1, AI_MATKEY_SHADING_MODEL);
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// DIFFUSE texture
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if( oldMat.sTexDiffuse.mMapName.length() > 0)
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@ -253,7 +253,8 @@ bool LWOImporter::HandleTextures(aiMaterial* pcMat, const TextureList& in, aiTex
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pcMat->AddProperty<int>((int*)&temp,1,AI_MATKEY_TEXOP(type,cur));
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// setup the mapping mode
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pcMat->AddProperty<int>((int*)&mapping,1,AI_MATKEY_MAPPING(type,cur));
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int mapping_ = static_cast<int>(mapping);
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pcMat->AddProperty<int>(&mapping_, 1, AI_MATKEY_MAPPING(type, cur));
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// add the u-wrapping
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temp = (unsigned int)GetMapMode(texture.wrapModeWidth);
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@ -365,7 +366,8 @@ void LWOImporter::ConvertMaterial(const LWO::Surface& surf,aiMaterial* pcMat)
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}
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if (surf.mMaximumSmoothAngle <= 0.0)
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m = aiShadingMode_Flat;
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pcMat->AddProperty((int*)&m,1,AI_MATKEY_SHADING_MODEL);
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int m_ = static_cast<int>(m);
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pcMat->AddProperty(&m_, 1, AI_MATKEY_SHADING_MODEL);
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// (the diffuse value is just a scaling factor)
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// If a diffuse texture is set, we set this value to 1.0
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@ -354,8 +354,9 @@ aiReturn aiGetMaterialTexture(const C_STRUCT aiMaterial* mat,
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return AI_FAILURE;
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}
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// Determine mapping type
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aiTextureMapping mapping = aiTextureMapping_UV;
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aiGetMaterialInteger(mat,AI_MATKEY_MAPPING(type,index),(int*)&mapping);
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int mapping_ = static_cast<int>(aiTextureMapping_UV);
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aiGetMaterialInteger(mat,AI_MATKEY_MAPPING(type,index), &mapping_);
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aiTextureMapping mapping = static_cast<aiTextureMapping>(mapping_);
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if (_mapping)
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*_mapping = mapping;
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@ -98,8 +98,10 @@ AI_FORCE_INLINE bool is_qnan(float in)
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// compare <register-with-different-width> against <in>
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// FIXME: Use <float> stuff instead? I think fpclassify needs C99
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return (reinterpret_cast<_IEEESingle*>(&in)->IEEE.Exp == (1u << 8)-1 &&
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reinterpret_cast<_IEEESingle*>(&in)->IEEE.Frac);
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_IEEESingle temp;
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memcpy(&temp, &in, sizeof(float));
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return (temp.IEEE.Exp == (1u << 8)-1 &&
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temp.IEEE.Frac);
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}
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// ---------------------------------------------------------------------------
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@ -114,8 +116,10 @@ AI_FORCE_INLINE bool is_qnan(double in)
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// compare <register-with-different-width> against <in>
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// FIXME: Use <float> stuff instead? I think fpclassify needs C99
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return (reinterpret_cast<_IEEEDouble*>(&in)->IEEE.Exp == (1u << 11)-1 &&
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reinterpret_cast<_IEEEDouble*>(&in)->IEEE.Frac);
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_IEEEDouble temp;
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memcpy(&temp, &in, sizeof(in));
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return (temp.IEEE.Exp == (1u << 11)-1 &&
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temp.IEEE.Frac);
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}
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// ---------------------------------------------------------------------------
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@ -125,7 +129,9 @@ AI_FORCE_INLINE bool is_qnan(double in)
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* @param in Input value */
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AI_FORCE_INLINE bool is_special_float(float in)
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{
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return (reinterpret_cast<_IEEESingle*>(&in)->IEEE.Exp == (1u << 8)-1);
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_IEEESingle temp;
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memcpy(&temp, &in, sizeof(float));
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return (temp.IEEE.Exp == (1u << 8)-1);
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}
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// ---------------------------------------------------------------------------
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@ -135,7 +141,9 @@ AI_FORCE_INLINE bool is_special_float(float in)
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* @param in Input value */
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AI_FORCE_INLINE bool is_special_float(double in)
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{
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return (reinterpret_cast<_IEEEDouble*>(&in)->IEEE.Exp == (1u << 11)-1);
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_IEEESingle temp;
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memcpy(&temp, &in, sizeof(float));
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return (temp.IEEE.Exp == (1u << 11)-1);
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}
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// ---------------------------------------------------------------------------
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