- 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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@@ -70,11 +70,11 @@ void ScenePreprocessor::ProcessScene ()
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// Check whether there are meshes with at least one set of uv coordinates ... add a dummy texture for them
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// meshes without texture coordinates receive a boring gray default material.
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unsigned int mat0 = 0xffffffff, mat1 = 0xffffffff;
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unsigned int mat0 = UINT_MAX, mat1 = UINT_MAX;
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for (unsigned int i = 0; i < scene->mNumMeshes;++i) {
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if (scene->mMeshes[i]->mTextureCoords[0]) {
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if (mat0 == 0xffffffff) {
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if (mat0 == UINT_MAX) {
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scene->mMaterials[scene->mNumMaterials] = helper = new MaterialHelper();
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name.Set("$texture.png");
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@@ -88,9 +88,8 @@ void ScenePreprocessor::ProcessScene ()
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}
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scene->mMeshes[i]->mMaterialIndex = mat0;
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}
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else
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{
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if (mat1 == 0xffffffff) {
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else {
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if (mat1 == UINT_MAX) {
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scene->mMaterials[scene->mNumMaterials] = helper = new MaterialHelper();
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aiColor3D clr(0.6f,0.6f,0.6f);
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