Blender: fix some minor findings.
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@@ -404,7 +404,7 @@ void BlenderImporter::ConvertBlendFile(aiScene* out, const Scene& in,const FileD
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}
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// acknowledge that the scene might come out incomplete
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// by Assimps definition of `complete`: blender scenes
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// by Assimp's definition of `complete`: blender scenes
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// can consist of thousands of cameras or lights with
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// not a single mesh between them.
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if (!out->mNumMeshes) {
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@@ -790,7 +790,7 @@ void BlenderImporter::ConvertMesh(const Scene& /*in*/, const Object* /*obj*/, co
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ConversionData& conv_data, TempArray<std::vector,aiMesh>& temp
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)
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{
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// TODO: Resolve various problems with BMesh triangluation before re-enabling.
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// TODO: Resolve various problems with BMesh triangulation before re-enabling.
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// See issues #400, #373, #318 #315 and #132.
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#if defined(TODO_FIX_BMESH_CONVERSION)
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BlenderBMeshConverter BMeshConverter( mesh );
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@@ -852,7 +852,7 @@ void BlenderImporter::ConvertMesh(const Scene& /*in*/, const Object* /*obj*/, co
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//out->mNumVertices = 0
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out->mFaces = new aiFace[it.second]();
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// all submeshes created from this mesh are named equally. this allows
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// all sub-meshes created from this mesh are named equally. this allows
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// curious users to recover the original adjacency.
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out->mName = aiString(mesh->id.name+2);
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// skip over the name prefix 'ME'
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@@ -1304,5 +1304,4 @@ aiNode* BlenderImporter::ConvertNode(const Scene& in, const Object* obj, Convers
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return node.dismiss();
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}
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#endif
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#endif // ASSIMP_BUILD_NO_BLEND_IMPORTER
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