Fixes for 64 bit builds
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@51 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
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@@ -1006,7 +1006,7 @@ void MDLImporter::InternReadFile_GameStudio( )
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}
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// allocate output storage
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pScene->mMeshes[0]->mNumVertices = vPositions.size();
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pScene->mMeshes[0]->mNumVertices = (unsigned int)vPositions.size();
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pScene->mMeshes[0]->mVertices = new aiVector3D[vPositions.size()];
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pScene->mMeshes[0]->mNormals = new aiVector3D[vPositions.size()];
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pScene->mMeshes[0]->mTextureCoords[0] = new aiVector3D[vPositions.size()];
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@@ -1498,7 +1498,7 @@ void MDLImporter::InternReadFile_GameStudioA7( )
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// allocate the array
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aiSplit = new std::vector<unsigned int>*[pcMats.size()];
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iNumMaterials = pcMats.size();
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iNumMaterials = (unsigned int)pcMats.size();
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for (unsigned int m = 0; m < pcMats.size();++m)
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aiSplit[m] = new std::vector<unsigned int>();
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@@ -1581,7 +1581,7 @@ void MDLImporter::InternReadFile_GameStudioA7( )
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// and add it to the list
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avMats.push_back(sHelper);
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iNum = avMats.size()-1;
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iNum = (unsigned int)avMats.size()-1;
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}
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// adjust the size of the file array
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if (iNum == aiTempSplit.size())
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@@ -1601,12 +1601,12 @@ void MDLImporter::InternReadFile_GameStudioA7( )
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else
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{
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// TODO: This might result in redundant materials ...
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unsigned int iOld = pcMats.size();
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unsigned int iOld = (unsigned int)pcMats.size();
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pcMats.resize(pcMats.size() + avMats.size());
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for (unsigned int o = iOld; o < avMats.size();++o)
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pcMats[o] = avMats[o].pcMat;
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}
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iNumMaterials = pcMats.size();
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iNumMaterials = (unsigned int)pcMats.size();
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// and build the final face-to-material array
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aiSplit = new std::vector<unsigned int>*[aiTempSplit.size()];
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@@ -1617,7 +1617,7 @@ void MDLImporter::InternReadFile_GameStudioA7( )
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}
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// now generate output meshes
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unsigned int iOldSize = avOutList.size();
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unsigned int iOldSize = (unsigned int)avOutList.size();
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this->GenerateOutputMeshes_GameStudioA7(
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(const std::vector<unsigned int>**)aiSplit,pcMats,
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avOutList,pcFaces,vPositions,vNormals, vTextureCoords1,vTextureCoords2);
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@@ -1656,7 +1656,7 @@ void MDLImporter::InternReadFile_GameStudioA7( )
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__BREAK_OUT: // EVIL ;-)
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// now we need to build a final mesh list
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this->pScene->mNumMeshes = avOutList.size();
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this->pScene->mNumMeshes = (unsigned int)avOutList.size();
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this->pScene->mMeshes = new aiMesh*[avOutList.size()];
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for (unsigned int i = 0; i < avOutList.size();++i)
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@@ -1665,7 +1665,7 @@ __BREAK_OUT: // EVIL ;-)
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}
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// build a final material list. Offset all mesh material indices
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this->pScene->mNumMaterials = pcMats.size();
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this->pScene->mNumMaterials = (unsigned int)pcMats.size();
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this->pScene->mMaterials = new aiMaterial*[this->pScene->mNumMaterials];
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for (unsigned int i = 0; i < this->pScene->mNumMaterials;++i)
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this->pScene->mMaterials[i] = pcMats[i];
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@@ -1722,7 +1722,7 @@ void MDLImporter::GenerateOutputMeshes_GameStudioA7(
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pcMesh->mMaterialIndex = i;
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// allocate output storage
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pcMesh->mNumFaces = aiSplit[i]->size();
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pcMesh->mNumFaces = (unsigned int)aiSplit[i]->size();
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pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];
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pcMesh->mNumVertices = pcMesh->mNumFaces*3;
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