Tracker ID [2485593], patch by John Connors for better Linux/Scons support.

Removed BCC55 workspace. 

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@274 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
pull/1/head
aramis_acg 2009-01-08 22:15:05 +00:00
parent ec3200bd36
commit e48d1a4e5a
15 changed files with 40 additions and 353 deletions

View File

@ -125,8 +125,8 @@ protected:
Object() Object()
: texRepeat(1.f,1.f) : texRepeat(1.f,1.f)
, numRefs (0) , numRefs (0)
, subDiv (0)
, type (World) , type (World)
, subDiv (0)
{} {}
// name of the object // name of the object

View File

@ -146,8 +146,8 @@ struct LoadRequest
LoadRequest(const std::string& _file, unsigned int _flags,const BatchLoader::PropertyMap* _map) LoadRequest(const std::string& _file, unsigned int _flags,const BatchLoader::PropertyMap* _map)
: file (_file) : file (_file)
, flags (_flags) , flags (_flags)
, scene (NULL)
, refCnt (1) , refCnt (1)
, scene (NULL)
, loaded (false) , loaded (false)
, map (*_map) , map (*_map)
{} {}

View File

@ -232,7 +232,7 @@ void DXFImporter::InternReadFile( const std::string& pFile,
const std::vector<aiColor4D>& vColors = (*it).vColors; const std::vector<aiColor4D>& vColors = (*it).vColors;
// check whether we need vertex colors here // check whether we need vertex colors here
aiColor4D* clrOut; aiColor4D* clrOut = NULL;
const aiColor4D* clr = NULL; const aiColor4D* clr = NULL;
for (std::vector<aiColor4D>::const_iterator it2 = (*it).vColors.begin(), end2 = (*it).vColors.end(); for (std::vector<aiColor4D>::const_iterator it2 = (*it).vColors.begin(), end2 = (*it).vColors.end();
it2 != end2; ++it2) it2 != end2; ++it2)

View File

@ -335,7 +335,8 @@ void MD2Importer::InternReadFile( const std::string& pFile,
// now read all triangles of the first frame, apply scaling and translation // now read all triangles of the first frame, apply scaling and translation
unsigned int iCurrent = 0; unsigned int iCurrent = 0;
float fDivisorU,fDivisorV; float fDivisorU = 1.0f;
float fDivisorV = 1.0f;
if (m_pcHeader->numTexCoords) if (m_pcHeader->numTexCoords)
{ {
// allocate storage for texture coordinates, too // allocate storage for texture coordinates, too
@ -348,14 +349,12 @@ void MD2Importer::InternReadFile( const std::string& pFile,
{ {
DefaultLogger::get()->error("Skin width is zero but there are " DefaultLogger::get()->error("Skin width is zero but there are "
"valid absolute texture coordinates"); "valid absolute texture coordinates");
fDivisorU = 1.0f;
} }
else fDivisorU = (float)m_pcHeader->skinWidth; else fDivisorU = (float)m_pcHeader->skinWidth;
if (!m_pcHeader->skinHeight) if (!m_pcHeader->skinHeight)
{ {
DefaultLogger::get()->error("Skin height is zero but there are " DefaultLogger::get()->error("Skin height is zero but there are "
"valid absolute texture coordinates "); "valid absolute texture coordinates ");
fDivisorV = 1.0f;
} }
else fDivisorV = (float)m_pcHeader->skinHeight; else fDivisorV = (float)m_pcHeader->skinHeight;
} }

View File

@ -329,7 +329,7 @@ void MDCImporter::InternReadFile(
#endif #endif
const MDC::CompressedVertex* pcCVerts; const MDC::CompressedVertex* pcCVerts = NULL;
int16_t* mdcCompVert = NULL; int16_t* mdcCompVert = NULL;
// access compressed frames for large frame numbers, but never for the first // access compressed frames for large frame numbers, but never for the first

View File

@ -1065,8 +1065,8 @@ void NFFImporter::InternReadFile( const std::string& pFile,
root->mNumChildren = numNamed + (hasCam ? 1 : 0) + (unsigned int) lights.size(); root->mNumChildren = numNamed + (hasCam ? 1 : 0) + (unsigned int) lights.size();
root->mNumMeshes = pScene->mNumMeshes-numNamed; root->mNumMeshes = pScene->mNumMeshes-numNamed;
aiNode** ppcChildren; aiNode** ppcChildren = NULL;
unsigned int* pMeshes; unsigned int* pMeshes = NULL;
if (root->mNumMeshes) if (root->mNumMeshes)
pMeshes = root->mMeshes = new unsigned int[root->mNumMeshes]; pMeshes = root->mMeshes = new unsigned int[root->mNumMeshes];
if (root->mNumChildren) if (root->mNumChildren)

View File

@ -150,8 +150,8 @@ private:
struct Light struct Light
{ {
Light() Light()
: color (1.f,1.f,1.f) : intensity (1.f)
, intensity (1.f) , color (1.f,1.f,1.f)
{} {}
aiVector3D position; aiVector3D position;

View File

@ -115,8 +115,9 @@ inline const char* TextureTypeToString(aiTextureType in)
return "Height"; return "Height";
case aiTextureType_SHININESS: case aiTextureType_SHININESS:
return "Shininess"; return "Shininess";
default:
return "LARGE ERROR, please leave the room immediately and call the police";
} }
return "LARGE ERROR, please leave the room immediately and call the police";
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------
@ -137,8 +138,9 @@ inline const char* MappingTypeToString(aiTextureMapping in)
return "Plane"; return "Plane";
case aiTextureMapping_OTHER: case aiTextureMapping_OTHER:
return "Other"; return "Other";
default:
return "LARGE ERROR, please leave the room immediately and call the police";
} }
return "LARGE ERROR, please leave the room immediately and call the police";
} }
// ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------

View File

@ -95,7 +95,7 @@ void SkeletonMeshBuilder::CreateGeometry( const aiNode* pNode)
aiVector3D up = aiVector3D( childpos).Normalize(); aiVector3D up = aiVector3D( childpos).Normalize();
aiVector3D orth( 1.0f, 0.0f, 0.0f); aiVector3D orth( 1.0f, 0.0f, 0.0f);
if( abs( orth * up) > 0.99f) if( fabs( orth * up) > 0.99f)
orth.Set( 0.0f, 1.0f, 0.0f); orth.Set( 0.0f, 1.0f, 0.0f);
aiVector3D front = (up ^ orth).Normalize(); aiVector3D front = (up ^ orth).Normalize();

View File

@ -583,32 +583,43 @@ void ValidateDSProcess::Validate( const aiAnimation* pAnimation)
void ValidateDSProcess::SearchForInvalidTextures(const aiMaterial* pMaterial, void ValidateDSProcess::SearchForInvalidTextures(const aiMaterial* pMaterial,
aiTextureType type) aiTextureType type)
{ {
const char* szType; const char* szType = NULL;
switch (type) switch (type)
{ {
case aiTextureType_DIFFUSE: case aiTextureType_DIFFUSE:
szType = "Diffuse";break; szType = "Diffuse";
break;
case aiTextureType_SPECULAR: case aiTextureType_SPECULAR:
szType = "Specular";break; szType = "Specular";
break;
case aiTextureType_AMBIENT: case aiTextureType_AMBIENT:
szType = "Ambient";break; szType = "Ambient";
break;
case aiTextureType_EMISSIVE: case aiTextureType_EMISSIVE:
szType = "Emissive";break; szType = "Emissive";
break;
case aiTextureType_OPACITY: case aiTextureType_OPACITY:
szType = "Opacity";break; szType = "Opacity";
break;
case aiTextureType_SHININESS: case aiTextureType_SHININESS:
szType = "Shininess";break; szType = "Shininess";
break;
case aiTextureType_NORMALS: case aiTextureType_NORMALS:
szType = "Normals";break; szType = "Normals";
break;
case aiTextureType_HEIGHT: case aiTextureType_HEIGHT:
szType = "Height";break; szType = "Height";
break;
default:
break;
}; };
// **************************************************************************** // ****************************************************************************

View File

@ -101,6 +101,7 @@ private:
//! Apply the postprocess step to a given submesh //! Apply the postprocess step to a given submesh
bool MakeVerboseFormat (aiMesh* pcMesh); bool MakeVerboseFormat (aiMesh* pcMesh);
}; };
}; // end of namespace Assimp
} // end of namespace Assimp
#endif // !!AI_KILLNORMALPROCESS_H_INC #endif // !!AI_KILLNORMALPROCESS_H_INC

View File

@ -1,132 +0,0 @@
<?xml version='1.0' encoding='utf-8' ?>
<!-- C++Builder XML Project -->
<PROJECT>
<MACROS>
<VERSION value="BCB.05.03"/>
<PROJECT value="workspace.exe"/>
<OBJFILES value="workspace.obj ..\..\code\XFileParser.obj ..\..\code\3DSLoader.obj
..\..\code\ACLoader.obj ..\..\code\aiAssert.obj ..\..\code\ASELoader.obj
..\..\code\ASEParser.obj ..\..\code\Assimp.obj ..\..\code\BaseImporter.obj
..\..\code\BaseProcess.obj ..\..\code\CalcTangentsProcess.obj
..\..\code\ConvertToLHProcess.obj ..\..\code\DefaultIOStream.obj
..\..\code\DefaultIOSystem.obj ..\..\code\DefaultLogger.obj
..\..\code\DXFLoader.obj ..\..\code\FixNormalsStep.obj
..\..\code\GenFaceNormalsProcess.obj
..\..\code\GenVertexNormalsProcess.obj ..\..\code\HMPLoader.obj
..\..\code\Importer.obj ..\..\code\ImproveCacheLocality.obj
..\..\code\JoinVerticesProcess.obj ..\..\code\LimitBoneWeightsProcess.obj
..\..\code\LWOBLoader.obj ..\..\code\LWOLoader.obj
..\..\code\LWOMaterial.obj ..\..\code\MaterialSystem.obj
..\..\code\MD2Loader.obj ..\..\code\MD3Loader.obj ..\..\code\MD5Loader.obj
..\..\code\MD5Parser.obj ..\..\code\MDCLoader.obj ..\..\code\MDLLoader.obj
..\..\code\MDLMaterialLoader.obj ..\..\code\MDRLoader.obj
..\..\code\NFFLoader.obj ..\..\code\ObjFileImporter.obj
..\..\code\ObjFileMtlImporter.obj ..\..\code\ObjFileParser.obj
..\..\code\OFFLoader.obj ..\..\code\OptimizeGraphProcess.obj
..\..\code\PlyLoader.obj ..\..\code\PlyParser.obj
..\..\code\PretransformVertices.obj ..\..\code\RawLoader.obj
..\..\code\RemoveComments.obj ..\..\code\RemoveRedundantMaterials.obj
..\..\code\RemoveVCProcess.obj ..\..\code\SGSpatialSort.obj
..\..\code\SMDLoader.obj ..\..\code\SortByPTypeProcess.obj
..\..\code\SpatialSort.obj ..\..\code\SplitLargeMeshes.obj
..\..\code\StandardShapes.obj ..\..\code\STLLoader.obj
..\..\code\TextureTransform.obj ..\..\code\TriangulateProcess.obj
..\..\code\ValidateDataStructure.obj
..\..\code\VertexTriangleAdjacency.obj ..\..\code\XFileImporter.obj
..\..\code\3DSConverter.obj"/>
<RESFILES value="workspace.res"/>
<DEFFILE value=""/>
<RESDEPEN value="$(RESFILES)"/>
<LIBFILES value=""/>
<LIBRARIES value=""/>
<SPARELIBS value="Vcl50.lib"/>
<PACKAGES value="Vcl50.bpi Vclx50.bpi bcbsmp50.bpi dclocx50.bpi bcb2kaxserver50.bpi"/>
<PATHCPP value=".;..\..\code"/>
<PATHPAS value=".;"/>
<PATHRC value=".;"/>
<PATHASM value=".;"/>
<DEBUGLIBPATH value="$(BCB)\lib\debug"/>
<RELEASELIBPATH value="$(BCB)\lib\release"/>
<LINKER value="tlink32"/>
<USERDEFINES value="_DEBUG;ASSIMP_BUILD_DLL_EXPORT"/>
<SYSDEFINES value="_RTLDLL;NO_STRICT;USEPACKAGES"/>
<MAINSOURCE value="workspace.cpp"/>
<INCLUDEPATH value="..\..\code;$(BCB)\include;$(BCB)\include\vcl;..\..\include;..\..\include\Compiler"/>
<LIBPATH value="..\..\code;$(BCB)\lib\obj;$(BCB)\lib"/>
<WARNINGS value="-w-par"/>
</MACROS>
<OPTIONS>
<CFLAG1 value="-Od -H=$(BCB)\lib\vcl50.csm -Hc -Vx -Ve -X- -r- -a8 -b- -k -y -v -vi- -c
-tW -tWM"/>
<PFLAGS value="-$YD -$W -$O- -v -JPHNE -M"/>
<RFLAGS value=""/>
<AFLAGS value="/mx /w2 /zd"/>
<LFLAGS value="-D&quot;&quot; -aa -Tpe -x -Gn -v"/>
</OPTIONS>
<LINKER>
<ALLOBJ value="c0w32.obj $(PACKAGES) Memmgr.Lib sysinit.obj $(OBJFILES)"/>
<ALLRES value="$(RESFILES)"/>
<ALLLIB value="$(LIBFILES) $(LIBRARIES) import32.lib cp32mti.lib"/>
</LINKER>
<IDEOPTIONS>
[Version Info]
IncludeVerInfo=0
AutoIncBuild=0
MajorVer=1
MinorVer=0
Release=0
Build=0
Debug=0
PreRelease=0
Special=0
Private=0
DLL=0
Locale=1031
CodePage=1252
[Version Info Keys]
CompanyName=
FileDescription=
FileVersion=1.0.0.0
InternalName=
LegalCopyright=
LegalTrademarks=
OriginalFilename=
ProductName=
ProductVersion=1.0.0.0
Comments=
[HistoryLists\hlIncludePath]
Count=3
Item0=..\..\code;$(BCB)\include;$(BCB)\include\vcl;..\..\include;..\..\include\Compiler
Item1=..\..\code;$(BCB)\include;$(BCB)\include\vcl;..\..\include
Item2=..\..\code;$(BCB)\include;$(BCB)\include\vcl
[HistoryLists\hlLibraryPath]
Count=1
Item0=..\..\code;$(BCB)\lib\obj;$(BCB)\lib
[HistoryLists\hlDebugSourcePath]
Count=1
Item0=$(BCB)\source\vcl
[HistoryLists\hlConditionals]
Count=2
Item0=_DEBUG;ASSIMP_BUILD_DLL_EXPORT
Item1=_DEBUG
[Debugging]
DebugSourceDirs=$(BCB)\source\vcl
[Parameters]
RunParams=
HostApplication=
RemoteHost=
RemotePath=
RemoteDebug=0
[Compiler]
ShowInfoMsgs=0
LinkDebugVcl=0
</IDEOPTIONS>
</PROJECT>

View File

@ -1,194 +0,0 @@
//---------------------------------------------------------------------------
#include <vcl.h>
#pragma hdrstop
USERES("workspace.res");
USEUNIT("..\..\code\XFileParser.cpp");
USEUNIT("..\..\code\3DSLoader.cpp");
USEUNIT("..\..\code\ACLoader.cpp");
USEUNIT("..\..\code\aiAssert.cpp");
USEUNIT("..\..\code\ASELoader.cpp");
USEUNIT("..\..\code\ASEParser.cpp");
USEUNIT("..\..\code\Assimp.cpp");
USEUNIT("..\..\code\BaseImporter.cpp");
USEUNIT("..\..\code\BaseProcess.cpp");
USEUNIT("..\..\code\CalcTangentsProcess.cpp");
USEUNIT("..\..\code\ConvertToLHProcess.cpp");
USEUNIT("..\..\code\DefaultIOStream.cpp");
USEUNIT("..\..\code\DefaultIOSystem.cpp");
USEUNIT("..\..\code\DefaultLogger.cpp");
USEUNIT("..\..\code\DXFLoader.cpp");
USEUNIT("..\..\code\FixNormalsStep.cpp");
USEUNIT("..\..\code\GenFaceNormalsProcess.cpp");
USEUNIT("..\..\code\GenVertexNormalsProcess.cpp");
USEUNIT("..\..\code\HMPLoader.cpp");
USEUNIT("..\..\code\Importer.cpp");
USEUNIT("..\..\code\ImproveCacheLocality.cpp");
USEUNIT("..\..\code\JoinVerticesProcess.cpp");
USEUNIT("..\..\code\LimitBoneWeightsProcess.cpp");
USEUNIT("..\..\code\LWOBLoader.cpp");
USEUNIT("..\..\code\LWOLoader.cpp");
USEUNIT("..\..\code\LWOMaterial.cpp");
USEUNIT("..\..\code\MaterialSystem.cpp");
USEUNIT("..\..\code\MD2Loader.cpp");
USEUNIT("..\..\code\MD3Loader.cpp");
USEUNIT("..\..\code\MD5Loader.cpp");
USEUNIT("..\..\code\MD5Parser.cpp");
USEUNIT("..\..\code\MDCLoader.cpp");
USEUNIT("..\..\code\MDLLoader.cpp");
USEUNIT("..\..\code\MDLMaterialLoader.cpp");
USEUNIT("..\..\code\MDRLoader.cpp");
USEUNIT("..\..\code\NFFLoader.cpp");
USEUNIT("..\..\code\ObjFileImporter.cpp");
USEUNIT("..\..\code\ObjFileMtlImporter.cpp");
USEUNIT("..\..\code\ObjFileParser.cpp");
USEUNIT("..\..\code\OFFLoader.cpp");
USEUNIT("..\..\code\OptimizeGraphProcess.cpp");
USEUNIT("..\..\code\PlyLoader.cpp");
USEUNIT("..\..\code\PlyParser.cpp");
USEUNIT("..\..\code\PretransformVertices.cpp");
USEUNIT("..\..\code\RawLoader.cpp");
USEUNIT("..\..\code\RemoveComments.cpp");
USEUNIT("..\..\code\RemoveRedundantMaterials.cpp");
USEUNIT("..\..\code\RemoveVCProcess.cpp");
USEUNIT("..\..\code\SGSpatialSort.cpp");
USEUNIT("..\..\code\SMDLoader.cpp");
USEUNIT("..\..\code\SortByPTypeProcess.cpp");
USEUNIT("..\..\code\SpatialSort.cpp");
USEUNIT("..\..\code\SplitLargeMeshes.cpp");
USEUNIT("..\..\code\StandardShapes.cpp");
USEUNIT("..\..\code\STLLoader.cpp");
USEUNIT("..\..\code\TextureTransform.cpp");
USEUNIT("..\..\code\TriangulateProcess.cpp");
USEUNIT("..\..\code\ValidateDataStructure.cpp");
USEUNIT("..\..\code\VertexTriangleAdjacency.cpp");
USEUNIT("..\..\code\XFileImporter.cpp");
USEUNIT("..\..\code\3DSConverter.cpp");
USE("..\..\code\SmoothingGroups.inl", File);
USE("..\..\code\3DSLoader.h", File);
USE("..\..\code\ACLoader.h", File);
USE("..\..\code\ASELoader.h", File);
USE("..\..\code\ASEParser.h", File);
USE("..\..\code\BaseImporter.h", File);
USE("..\..\code\BaseProcess.h", File);
USE("..\..\code\ByteSwap.h", File);
USE("..\..\code\CalcTangentsProcess.h", File);
USE("..\..\code\ConvertToLHProcess.h", File);
USE("..\..\code\DefaultIOStream.h", File);
USE("..\..\code\DefaultIOSystem.h", File);
USE("..\..\code\DXFLoader.h", File);
USE("..\..\code\FaceEdgeAdjacency.h", File);
USE("..\..\code\fast_atof.h", File);
USE("..\..\code\FileLogStream.h", File);
USE("..\..\code\FixNormalsStep.h", File);
USE("..\..\code\GenericProperty.h", File);
USE("..\..\code\GenFaceNormalsProcess.h", File);
USE("..\..\code\GenVertexNormalsProcess.h", File);
USE("..\..\code\HalfLifeFileData.h", File);
USE("..\..\code\Hash.h", File);
USE("..\..\code\HMPFileData.h", File);
USE("..\..\code\HMPLoader.h", File);
USE("..\..\code\IFF.h", File);
USE("..\..\code\ImproveCacheLocality.h", File);
USE("..\..\code\JoinVerticesProcess.h", File);
USE("..\..\code\LimitBoneWeightsProcess.h", File);
USE("..\..\code\LWOFileData.h", File);
USE("..\..\code\LWOLoader.h", File);
USE("..\..\code\MaterialSystem.h", File);
USE("..\..\code\MD2FileData.h", File);
USE("..\..\code\MD2Loader.h", File);
USE("..\..\code\MD2NormalTable.h", File);
USE("..\..\code\MD3FileData.h", File);
USE("..\..\code\MD3Loader.h", File);
USE("..\..\code\MD5Loader.h", File);
USE("..\..\code\MD5Parser.h", File);
USE("..\..\code\MDCFileData.h", File);
USE("..\..\code\MDCLoader.h", File);
USE("..\..\code\MDCNormalTable.h", File);
USE("..\..\code\MDLDefaultColorMap.h", File);
USE("..\..\code\MDLFileData.h", File);
USE("..\..\code\MDLLoader.h", File);
USE("..\..\code\MDRFileData.h", File);
USE("..\..\code\MDRLoader.h", File);
USE("..\..\code\NFFLoader.h", File);
USE("..\..\code\ObjFileData.h", File);
USE("..\..\code\ObjFileImporter.h", File);
USE("..\..\code\ObjFileMtlImporter.h", File);
USE("..\..\code\ObjFileParser.h", File);
USE("..\..\code\ObjTools.h", File);
USE("..\..\code\OFFLoader.h", File);
USE("..\..\code\OptimizeGraphProcess.h", File);
USE("..\..\code\ParsingUtils.h", File);
USE("..\..\code\PlyLoader.h", File);
USE("..\..\code\PlyParser.h", File);
USE("..\..\code\PretransformVertices.h", File);
USE("..\..\code\ProcessHelper.h", File);
USE("..\..\code\qnan.h", File);
USE("..\..\code\RawLoader.h", File);
USE("..\..\code\RemoveComments.h", File);
USE("..\..\code\RemoveRedundantMaterials.h", File);
USE("..\..\code\RemoveVCProcess.h", File);
USE("..\..\code\SGSpatialSort.h", File);
USE("..\..\code\SMDLoader.h", File);
USE("..\..\code\SmoothingGroups.h", File);
USE("..\..\code\SortByPTypeProcess.h", File);
USE("..\..\code\SpatialSort.h", File);
USE("..\..\code\SplitLargeMeshes.h", File);
USE("..\..\code\StandardShapes.h", File);
USE("..\..\code\STLLoader.h", File);
USE("..\..\code\StringComparison.h", File);
USE("..\..\code\TextureTransform.h", File);
USE("..\..\code\TriangulateProcess.h", File);
USE("..\..\code\ValidateDataStructure.h", File);
USE("..\..\code\VertexTriangleAdjacency.h", File);
USE("..\..\code\Win32DebugLogStream.h", File);
USE("..\..\code\XFileHelper.h", File);
USE("..\..\code\XFileImporter.h", File);
USE("..\..\code\XFileParser.h", File);
USE("..\..\code\3DSHelper.h", File);
USE("..\..\include\NullLogger.h", File);
USE("..\..\include\aiAssert.h", File);
USE("..\..\include\aiConfig.h", File);
USE("..\..\include\aiDefines.h", File);
USE("..\..\include\aiFileIO.h", File);
USE("..\..\include\aiMaterial.h", File);
USE("..\..\include\aiMaterial.inl", File);
USE("..\..\include\aiMatrix3x3.h", File);
USE("..\..\include\aiMatrix3x3.inl", File);
USE("..\..\include\aiMatrix4x4.~inl", File);
USE("..\..\include\aiMatrix4x4.h", File);
USE("..\..\include\aiMatrix4x4.inl", File);
USE("..\..\include\aiMesh.h", File);
USE("..\..\include\aiPostProcess.h", File);
USE("..\..\include\aiQuaternion.h", File);
USE("..\..\include\aiScene.h", File);
USE("..\..\include\aiSceneEntities.h", File);
USE("..\..\include\aiTexture.h", File);
USE("..\..\include\aiTypes.h", File);
USE("..\..\include\aiVector3D.h", File);
USE("..\..\include\aiVector3D.inl", File);
USE("..\..\include\assimp.h", File);
USE("..\..\include\assimp.hpp", File);
USE("..\..\include\DefaultLogger.h", File);
USE("..\..\include\IOStream.h", File);
USE("..\..\include\IOSystem.h", File);
USE("..\..\include\Logger.h", File);
USE("..\..\include\LogStream.h", File);
USE("..\..\include\aiAnim.h", File);
USE("..\..\include\Compiler\poppack1.h", File);
USE("..\..\include\Compiler\pushpack1.h", File);
//---------------------------------------------------------------------------
WINAPI WinMain(HINSTANCE, HINSTANCE, LPSTR, int)
{
try
{
Application->Initialize();
Application->Run();
}
catch (Exception &exception)
{
Application->ShowException(&exception);
}
return 0;
}
//---------------------------------------------------------------------------

View File

@ -17,7 +17,7 @@ g_IncPath = Split("""
/usr/local/include/ /usr/local/include/
""") """)
#------------------------------------------------------------------------------ #------------------------------------------------------------------------------
g_assimp_lib_Source = Glob(r"../../code/*.cpp") g_assimp_lib_Source = Glob(r"../../code/*.cpp") + Glob(r"../../code/irrXML/*.cpp") + Glob(r"../../code/extra/*.cpp")
#------------------------------------------------------------------------------ #------------------------------------------------------------------------------
# don't reset CC/CXX-variable, other users might have set it to something special # don't reset CC/CXX-variable, other users might have set it to something special
@ -28,7 +28,7 @@ if ARGUMENTS.get('debug', 0):
print "Using Debug Build!" print "Using Debug Build!"
ccflags = ccflags + ' -g -pg -Wall -pedantic ' ccflags = ccflags + ' -g -pg -Wall -pedantic '
else: else:
ccflags = ccflags + ' -Os -msse -Wall -pedantic' ccflags = ccflags + ' -Os -fno-strict-aliasing -msse -Wall -pedantic'
env = Environment(CCFLAGS = ccflags, CPPPATH = g_IncPath, LIBPATH=g_LibPath) env = Environment(CCFLAGS = ccflags, CPPPATH = g_IncPath, LIBPATH=g_LibPath)
conf = Configure( env ) conf = Configure( env )