Fixed crashes when files were not found, and fixed some warnings
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@@ -159,7 +159,7 @@ inline Ref<Accessor> ExportData(Asset& a, std::string& meshName, Ref<Buffer>& bu
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// accessor
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Ref<Accessor> acc = a.accessors.Create(a.FindUniqueID(meshName, "accessor"));
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acc->bufferView = bv;
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acc->byteOffset = offset;
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acc->byteOffset = unsigned(offset);
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acc->byteStride = 0;
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acc->componentType = compType;
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acc->count = count;
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@@ -187,7 +187,7 @@ void glTFExporter::GetMatColorOrTex(const aiMaterial* mat, glTF::TexProperty& pr
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if (path.size() > 0) {
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if (path[0] != '*') {
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std::map<std::string, size_t>::iterator it = mTexturesByPath.find(path);
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std::map<std::string, unsigned int>::iterator it = mTexturesByPath.find(path);
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if (it != mTexturesByPath.end()) {
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prop.texture = mAsset->textures.Get(it->second);
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}
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@@ -292,7 +292,7 @@ void glTFExporter::ExportMeshes()
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indices[i*nIndicesPerFace + j] = uint16_t(aim->mFaces[i].mIndices[j]);
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}
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}
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p.indices = ExportData(*mAsset, meshId, b, indices.size(), &indices[0], AttribType::SCALAR, AttribType::SCALAR, ComponentType_UNSIGNED_SHORT);
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p.indices = ExportData(*mAsset, meshId, b, unsigned(indices.size()), &indices[0], AttribType::SCALAR, AttribType::SCALAR, ComponentType_UNSIGNED_SHORT);
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}
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switch (aim->mPrimitiveTypes) {
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@@ -308,7 +308,7 @@ void glTFExporter::ExportMeshes()
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}
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}
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size_t glTFExporter::ExportNode(const aiNode* n)
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unsigned int glTFExporter::ExportNode(const aiNode* n)
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{
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Ref<Node> node = mAsset->nodes.Create(mAsset->FindUniqueID(n->mName.C_Str(), "node"));
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@@ -322,7 +322,7 @@ size_t glTFExporter::ExportNode(const aiNode* n)
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}
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for (unsigned int i = 0; i < n->mNumChildren; ++i) {
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size_t idx = ExportNode(n->mChildren[i]);
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unsigned int idx = ExportNode(n->mChildren[i]);
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node->children.push_back(mAsset->nodes.Get(idx));
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}
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@@ -337,7 +337,7 @@ void glTFExporter::ExportScene()
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// root node will be the first one exported (idx 0)
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if (mAsset->nodes.Size() > 0) {
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scene->nodes.push_back(mAsset->nodes.Get(size_t(0)));
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scene->nodes.push_back(mAsset->nodes.Get(0u));
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}
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// set as the default scene
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