Fix:Use correct encoding

This commit is contained in:
Kim Kulling
2023-03-01 21:40:45 +01:00
parent a1aace74e5
commit 1092f0d94e
12 changed files with 49 additions and 205 deletions

View File

@@ -55,12 +55,6 @@ AnimEvaluator::AnimEvaluator(const aiAnimation *pAnim) :
mLastPositions.resize(pAnim->mNumChannels, std::make_tuple(0, 0, 0));
}
// ------------------------------------------------------------------------------------------------
// Destructor.
AnimEvaluator::~AnimEvaluator() {
// empty
}
// ------------------------------------------------------------------------------------------------
// Evaluates the animation tracks for a given time stamp.
void AnimEvaluator::Evaluate(double pTime) {

View File

@@ -66,7 +66,7 @@ public:
AnimEvaluator(const aiAnimation *pAnim);
/// @brief The class destructor.
~AnimEvaluator();
~AnimEvaluator() = default;
/// @brief Evaluates the animation tracks for a given time stamp.
/// The calculated pose can be retrieved as an array of transformation

View File

@@ -77,6 +77,13 @@ public:
pcScene = NULL;
}
// set the normal set to be used
void SetNormalSet(unsigned int iSet);
// flip all normal vectors
void FlipNormals();
void FlipNormalsInt();
//---------------------------------------------------------------
// default vertex data structure
// (even if tangents, bitangents or normals aren't
@@ -221,16 +228,8 @@ public:
// Specifies the normal set to be used
unsigned int iNormalSet;
// ------------------------------------------------------------------
// set the normal set to be used
void SetNormalSet(unsigned int iSet);
// ------------------------------------------------------------------
// flip all normal vectors
void FlipNormals();
void FlipNormalsInt();
};
} // namespace AssimpView
#endif // !! IG

View File

@@ -175,33 +175,29 @@ VOID WINAPI FillFunc(D3DXVECTOR4* pOut,
pOut->x = pOut->y = 1.0f;
pOut->z = 0.0f;
}
return;
}
//-------------------------------------------------------------------------------
int CMaterialManager::UpdateSpecularMaterials()
{
if (g_pcAsset && g_pcAsset->pcScene)
{
for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i)
{
if (aiShadingMode_Phong == g_pcAsset->apcMeshes[i]->eShadingMode)
{
int CMaterialManager::UpdateSpecularMaterials() {
if (g_pcAsset && g_pcAsset->pcScene) {
for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i) {
if (aiShadingMode_Phong == g_pcAsset->apcMeshes[i]->eShadingMode) {
this->DeleteMaterial(g_pcAsset->apcMeshes[i]);
this->CreateMaterial(g_pcAsset->apcMeshes[i],g_pcAsset->pcScene->mMeshes[i]);
}
}
}
return 1;
}
return 1;
}
//-------------------------------------------------------------------------------
int CMaterialManager::SetDefaultTexture(IDirect3DTexture9** p_ppiOut)
{
int CMaterialManager::SetDefaultTexture(IDirect3DTexture9** p_ppiOut) {
if (sDefaultTexture) {
sDefaultTexture->AddRef();
*p_ppiOut = sDefaultTexture;
return 1;
}
if(FAILED(g_piDevice->CreateTexture(
256,
256,

View File

@@ -145,9 +145,7 @@ float g_fLoadTime = 0.0f;
// The loader thread loads the asset while the progress dialog displays the
// smart progress bar
//-------------------------------------------------------------------------------
DWORD WINAPI LoadThreadProc(LPVOID lpParameter) {
UNREFERENCED_PARAMETER(lpParameter);
DWORD WINAPI LoadThreadProc(LPVOID) {
// get current time
double fCur = (double)timeGetTime();
@@ -367,7 +365,7 @@ int CalculateBounds(aiNode *piNode, aiVector3D *p_avOut, const aiMatrix4x4 &piMa
// The function calculates the boundaries of the mesh and modifies the
// global world transformation matrix according to the aset AABB
//-------------------------------------------------------------------------------
int ScaleAsset(void) {
int ScaleAsset() {
aiVector3D aiVecs[2] = { aiVector3D(1e10f, 1e10f, 1e10f),
aiVector3D(-1e10f, -1e10f, -1e10f) };
@@ -521,8 +519,7 @@ int CreateAssetData() {
}
} else {
// create 16 bit index buffer
if (FAILED(g_piDevice->CreateIndexBuffer(2 *
numIndices,
if (FAILED(g_piDevice->CreateIndexBuffer(2 * numIndices,
D3DUSAGE_WRITEONLY | dwUsage,
D3DFMT_INDEX16,
D3DPOOL_DEFAULT,

View File

@@ -98,6 +98,12 @@ namespace AssimpView {
//-------------------------------------------------------------------------------
// Function prototypes
//-------------------------------------------------------------------------------
class AssimpVew {
public:
AssimpVew();
~AssimpVew();
};
int InitD3D(void);
int ShutdownD3D(void);
int CreateDevice(bool p_bMultiSample, bool p_bSuperSample, bool bHW = true);