- refraing from using magic numbers like 0xffffffff all over the repository, rather use UINT_MAX/SIZE_MAX ..
- minor re-formatting and refactoring at some old code spots. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@970 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
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@@ -1887,7 +1887,7 @@ void Parser::ParseLV3MeshNormalListBlock(ASE::Mesh& sMesh)
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// Allocate enough storage for the normals
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sMesh.mNormals.resize(sMesh.mFaces.size()*3,aiVector3D( 0.f, 0.f, 0.f ));
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unsigned int index, faceIdx = 0xffffffff;
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unsigned int index, faceIdx = UINT_MAX;
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// FIXME: rewrite this and find out how to interpret the normals
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// correctly. This is crap.
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@@ -1897,7 +1897,7 @@ void Parser::ParseLV3MeshNormalListBlock(ASE::Mesh& sMesh)
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while (true) {
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if ('*' == *filePtr) {
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++filePtr;
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if (faceIdx != 0xffffffff && TokenMatch(filePtr,"MESH_VERTEXNORMAL",17)) {
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if (faceIdx != UINT_MAX && TokenMatch(filePtr,"MESH_VERTEXNORMAL",17)) {
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aiVector3D vNormal;
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ParseLV4MeshFloatTriple(&vNormal.x,index);
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if (faceIdx >= sMesh.mFaces.size())
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