Added validation step, added helper macro AI_BUILD_KEY to the material system.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@59 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
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@@ -384,7 +384,7 @@ int CDisplay::ReplaceCurrentTexture(const char* szPath)
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pcMat->AddProperty(&szOld,szBuffer );
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}
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else if (szString.length == szOld.length &&
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0 == Assimp::ASSIMP_stricmp(szString.data,szOld.data))
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0 == ASSIMP_stricmp(szString.data,szOld.data))
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{
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pcMat->RemoveProperty(szBuffer);
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}
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@@ -48,29 +48,6 @@ namespace AssimpView {
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/*static */ CMaterialManager CMaterialManager::s_cInstance;
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//-------------------------------------------------------------------------------
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// Compiler idependent stricmp() function.
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//
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// Used for case insensitive string comparison
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//-------------------------------------------------------------------------------
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inline int ASSIMP_stricmp(const char *s1, const char *s2)
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{
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const char *a1, *a2;
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a1 = s1;
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a2 = s2;
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while (true)
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{
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char c1 = (char)tolower(*a1);
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char c2 = (char)tolower(*a2);
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if ((0 == c1) && (0 == c2)) return 0;
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if (c1 < c2) return-1;
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if (c1 > c2) return 1;
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++a1;
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++a2;
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}
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}
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//-------------------------------------------------------------------------------
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// D3DX callback function to fill a texture with a checkers pattern
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//
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@@ -1589,14 +1589,14 @@ INT_PTR CALLBACK MessageProc(HWND hwndDlg,UINT uMsg,
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// check whether it is a typical texture file format ...
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++sz;
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if (0 == Assimp::ASSIMP_stricmp(sz,"png") ||
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0 == Assimp::ASSIMP_stricmp(sz,"bmp") ||
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0 == Assimp::ASSIMP_stricmp(sz,"jpg") ||
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0 == Assimp::ASSIMP_stricmp(sz,"tga") ||
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0 == Assimp::ASSIMP_stricmp(sz,"tif") ||
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0 == Assimp::ASSIMP_stricmp(sz,"hdr") ||
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0 == Assimp::ASSIMP_stricmp(sz,"ppm") ||
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0 == Assimp::ASSIMP_stricmp(sz,"pfm"))
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if (0 == ASSIMP_stricmp(sz,"png") ||
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0 == ASSIMP_stricmp(sz,"bmp") ||
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0 == ASSIMP_stricmp(sz,"jpg") ||
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0 == ASSIMP_stricmp(sz,"tga") ||
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0 == ASSIMP_stricmp(sz,"tif") ||
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0 == ASSIMP_stricmp(sz,"hdr") ||
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0 == ASSIMP_stricmp(sz,"ppm") ||
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0 == ASSIMP_stricmp(sz,"pfm"))
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{
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CBackgroundPainter::Instance().SetTextureBG(szFile);
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}
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@@ -132,7 +132,8 @@ DWORD WINAPI LoadThreadProc(LPVOID lpParameter)
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aiProcess_Triangulate | // triangulate n-polygons
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aiProcess_GenSmoothNormals | // generate smooth normal vectors if not existing
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aiProcess_ConvertToLeftHanded | // convert everything to D3D left handed space
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aiProcess_SplitLargeMeshes); // split large, unrenderable meshes into submeshes
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aiProcess_SplitLargeMeshes | // split large, unrenderable meshes into submeshes
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aiProcess_ValidateDataStructure); // validate the output data structure
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// get the end time of zje operation, calculate delta t
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double fEnd = (double)timeGetTime();
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@@ -46,21 +46,19 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include "resource.h"
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// Include ASSIMP headers
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#include "aiAnim.h"
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#include "aiAssert.h"
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#include "aiFileIO.h"
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#include "aiMaterial.h"
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#include "aiPostProcess.h"
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#include "aiMesh.h"
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#include "aiScene.h"
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#include "aiTypes.h"
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#include "IOSystem.h"
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#include "IOStream.h"
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#include "assimp.h"
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#include "assimp.hpp"
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#include "LogStream.h"
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#include "DefaultLogger.h"
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#include "MaterialSystem.h"
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#include "MaterialSystem.h" // MaterialHelper clas
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#include "StringComparison.h" // ASSIMP_stricmp and ASSIMP_strincmp
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// in order for std::min and std::max to behave properly
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#ifdef min
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@@ -73,6 +71,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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// default movement speed
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#define MOVE_SPEED 10.0f
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using namespace Assimp;
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namespace AssimpView {
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#include "AssetHelper.h"
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