- 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
This commit is contained in:
aramis_acg
2011-04-22 21:29:18 +00:00
parent 14c6467aac
commit 6f30639d7f
40 changed files with 194 additions and 190 deletions

View File

@@ -1887,7 +1887,7 @@ void Parser::ParseLV3MeshNormalListBlock(ASE::Mesh& sMesh)
// Allocate enough storage for the normals
sMesh.mNormals.resize(sMesh.mFaces.size()*3,aiVector3D( 0.f, 0.f, 0.f ));
unsigned int index, faceIdx = 0xffffffff;
unsigned int index, faceIdx = UINT_MAX;
// FIXME: rewrite this and find out how to interpret the normals
// correctly. This is crap.
@@ -1897,7 +1897,7 @@ void Parser::ParseLV3MeshNormalListBlock(ASE::Mesh& sMesh)
while (true) {
if ('*' == *filePtr) {
++filePtr;
if (faceIdx != 0xffffffff && TokenMatch(filePtr,"MESH_VERTEXNORMAL",17)) {
if (faceIdx != UINT_MAX && TokenMatch(filePtr,"MESH_VERTEXNORMAL",17)) {
aiVector3D vNormal;
ParseLV4MeshFloatTriple(&vNormal.x,index);
if (faceIdx >= sMesh.mFaces.size())