Various additions/fixes (FBX blend-shapes support added)
Added animMesh name assignment at ColladaLoader Fixed animMesh post-processing on ConvertToLhProcess (blend-shapes weren't being affected by post-processing) Added WindowsStore define. This is used to change some incompatible WinRT methods Added FBX blend-shapes and blend-shapes animations support Added Maya FBX specific texture slots parsing Added extra FBX metadata parsing Added GLTF2 vertex color parsing Fixed IFC-Loader zip-buffer reading rountine Fixed OBJ file parsing line-breaker bug Fixed IOStreamBuffer cache over-read bug Added mName field to aiAnimMesh Reverted EmissiveFactor, TransparencyFactor and SpecularFactor assignment on FBXConverter. Really, the commit #817 breaks a lot of old code.
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@@ -438,13 +438,16 @@ void glTF2Importer::ImportMeshes(glTF2::Asset& r)
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}
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}
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for (size_t tc = 0; tc < attr.texcoord.size() && tc < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++tc) {
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if (!attr.texcoord[tc]) {
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DefaultLogger::get()->warn("NULL texcoord encountered in mesh \"" + mesh.name +
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"\" and will be ignored");
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for (size_t c = 0; c < attr.color.size() && c < AI_MAX_NUMBER_OF_COLOR_SETS; ++c) {
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if (attr.color[c]->count != aim->mNumVertices) {
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DefaultLogger::get()->warn("Color stream size in mesh \"" + mesh.name +
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"\" does not match the vertex count");
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continue;
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}
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aim->mColors[c] = new aiColor4D[attr.color[c]->count];
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attr.color[c]->ExtractData(aim->mColors[c]);
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}
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for (size_t tc = 0; tc < attr.texcoord.size() && tc < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++tc) {
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if (attr.texcoord[tc]->count != aim->mNumVertices) {
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DefaultLogger::get()->warn("Texcoord stream size in mesh \"" + mesh.name +
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"\" does not match the vertex count");
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