INtroduce new log macros.
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@@ -95,7 +95,7 @@ void CalcTangentsProcess::Execute( aiScene* pScene)
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{
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ai_assert( NULL != pScene );
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DefaultLogger::get()->debug("CalcTangentsProcess begin");
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ASSIMP_LOG_DEBUG("CalcTangentsProcess begin");
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bool bHas = false;
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for ( unsigned int a = 0; a < pScene->mNumMeshes; a++ ) {
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@@ -103,9 +103,9 @@ void CalcTangentsProcess::Execute( aiScene* pScene)
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}
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if ( bHas ) {
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DefaultLogger::get()->info("CalcTangentsProcess finished. Tangents have been calculated");
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ASSIMP_LOG_INFO("CalcTangentsProcess finished. Tangents have been calculated");
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} else {
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DefaultLogger::get()->debug("CalcTangentsProcess finished");
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ASSIMP_LOG_DEBUG("CalcTangentsProcess finished");
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}
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}
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@@ -126,19 +126,19 @@ bool CalcTangentsProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
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// are undefined.
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if (!(pMesh->mPrimitiveTypes & (aiPrimitiveType_TRIANGLE | aiPrimitiveType_POLYGON)))
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{
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DefaultLogger::get()->info("Tangents are undefined for line and point meshes");
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ASSIMP_LOG_INFO("Tangents are undefined for line and point meshes");
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return false;
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}
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// what we can check, though, is if the mesh has normals and texture coordinates. That's a requirement
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if( pMesh->mNormals == NULL)
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{
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DefaultLogger::get()->error("Failed to compute tangents; need normals");
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ASSIMP_LOG_ERROR("Failed to compute tangents; need normals");
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return false;
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}
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if( configSourceUV >= AI_MAX_NUMBER_OF_TEXTURECOORDS || !pMesh->mTextureCoords[configSourceUV] )
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{
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DefaultLogger::get()->error((Formatter::format("Failed to compute tangents; need UV data in channel"),configSourceUV));
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ASSIMP_LOG_ERROR((Formatter::format("Failed to compute tangents; need UV data in channel"),configSourceUV));
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return false;
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}
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