* Added more Maya materials
Added Maya materials to list and add setting texture properties for getting lost textures to mesh
* Update utMaterialSystem.cpp
Now new enumerators are handled by a case label in utMaterialSystem.cpp
* Update material.h
- Fix tests: use the correct max material parameter
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Co-authored-by: Kim Kulling <kimkulling@users.noreply.github.com>
* Make color single precision
* Fix the unittests for double precision
* Fix merge issues
* Fix issues with Vertex + Color4
* Fix vertex operator, some tests are still red.
* Squash development commits for PR
* Fix failing build on armeabi-v7a via android NDK
* Update with blendshape support
* Migrate to auto-cloning and patching tinyusdz (instead of manually copying files)
* Update to latest rendermesh-refactor branch commit
* Remove tracked file
* Update to use recent commit to "dev" branch
"rendermesh-refactor" was merged to "dev" around 9 May 2024 but merge
was not obvious from commit messages
* Add UNUSED() macro
(cherry picked from commit d89fe8f034c353cc5cc5b3ac78cd8845e006de38)
* Update tinyusdz branch
* Prevent per-ABI (x86, x86_64 etc) clone on android
* Add verbose logging cmake option
* Fix macro and patch
* Address compiler warnings
* Address compiler warnings
* Address compiler warnings
* Attempt prevent re-clone/re-patch once downloaded by any ABI build
* Disable tinyusdz clone/build by default
assimp github PR auto-CI checks clone/build the tinyusdz code, and reject PR
due to compiler warnings in the 3rd party external tinyusdz project
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Co-authored-by: Steve M <praktique-tellypresence@yahoo.com>
* Allow empty slots in aiMesh::mTextureCoords.
1.Explicitly say in documentation that empty slots are allowed (it was unclear).
2.Change GetNumUVChannels() implementation to allow empty slots.
3.Revert fraction of 2da2835b29 where empty slots are detected and error logged.
* Fix#5632 by reverting fraction of d6aacefa1e where Collada texcoords are renumbered to avoid empty slots.
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Co-authored-by: Kim Kulling <kimkulling@users.noreply.github.com>
The latest Cineware SDK explicitly asserts macOS support in its
documentation, but Assimp's C4D importer only works with Windows MSVC
targets. Let's improve its portability by refactoring importer code to
not depend on MSVC-only data types and quirks, and add support for linking
against the universal macOS static libraries provided in the Cineware
SDK.
Note that the C4D importer still cannot support Linux platforms because
Maxon does not provide the necessary precompiled Cineware libraries for
that platform. Windows MinGW targets are also out of the question as the
MinGW toolchain uses compiled libraries in a different format.
Co-authored-by: Kim Kulling <kimkulling@users.noreply.github.com>