Minor changes to the logger (was necessary for the integration of jAssimp)
Fixed face winding bugs (cw now ...) jAssimp incremental Update 3DS hierarchy bug fixed Added "MakeVerboseFormat" postprocess step Viewer bugfixes git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@41 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
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@@ -244,6 +244,7 @@ void MD2Importer::InternReadFile(
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unsigned int iCurrent = 0;
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if (0 != this->m_pcHeader->numTexCoords)
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{
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for (unsigned int i = 0; i < (unsigned int)this->m_pcHeader->numTriangles;++i)
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{
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// allocate the face
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@@ -253,10 +254,9 @@ void MD2Importer::InternReadFile(
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// copy texture coordinates
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// check whether they are different from the previous value at this index.
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// In this case, create a full separate set of vertices/normals/texcoords
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unsigned int iTemp = iCurrent;
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for (unsigned int c = 0; c < 3;++c,++iCurrent)
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{
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pScene->mMeshes[0]->mFaces[i].mIndices[c] = iCurrent;
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// validate vertex indices
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if (pcTriangles[i].vertexIndices[c] >= this->m_pcHeader->numVertices)
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pcTriangles[i].vertexIndices[c] = this->m_pcHeader->numVertices-1;
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@@ -295,6 +295,9 @@ void MD2Importer::InternReadFile(
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pcOut->x = u;
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pcOut->y = v;
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}
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pScene->mMeshes[0]->mFaces[i].mIndices[0] = iTemp+2;
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pScene->mMeshes[0]->mFaces[i].mIndices[1] = iTemp+1;
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pScene->mMeshes[0]->mFaces[i].mIndices[2] = iTemp+0;
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}
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}
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else
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@@ -308,10 +311,9 @@ void MD2Importer::InternReadFile(
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// copy texture coordinates
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// check whether they are different from the previous value at this index.
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// In this case, create a full separate set of vertices/normals/texcoords
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unsigned int iTemp = iCurrent;
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for (unsigned int c = 0; c < 3;++c,++iCurrent)
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{
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pScene->mMeshes[0]->mFaces[i].mIndices[c] = iCurrent;
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// validate vertex indices
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if (pcTriangles[i].vertexIndices[c] >= this->m_pcHeader->numVertices)
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pcTriangles[i].vertexIndices[c] = this->m_pcHeader->numVertices-1;
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@@ -343,6 +345,9 @@ void MD2Importer::InternReadFile(
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pcOut->x = (float)pcTexCoords[pcTriangles[i].textureIndices[c]].s / this->m_pcHeader->skinWidth;
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pcOut->y = (float)pcTexCoords[pcTriangles[i].textureIndices[c]].t / this->m_pcHeader->skinHeight;
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}
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pScene->mMeshes[0]->mFaces[i].mIndices[0] = iTemp+2;
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pScene->mMeshes[0]->mFaces[i].mIndices[1] = iTemp+1;
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pScene->mMeshes[0]->mFaces[i].mIndices[2] = iTemp+0;
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}
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}
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