next fixed warnings
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@@ -517,8 +517,8 @@ outer:
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for (FaceIdxArray::const_iterator it = fidx[i].begin(),end = fidx[i].end();
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it != end; ++it, ++faces)
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{
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Mesh& m = meshes[(*it).first];
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Face& face = m.faces[(*it).second];
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Mesh& curMesh = meshes[(*it).first];
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Face &face = curMesh.faces[(*it).second];
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faces->mNumIndices = (unsigned int)face.indices.size();
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faces->mIndices = new unsigned int [faces->mNumIndices];
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@@ -528,29 +528,30 @@ outer:
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for (unsigned int n = 0; n < faces->mNumIndices;++n, ++cnt, ++norms, ++verts)
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{
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if (face.indices[n] >= m.verts.size())
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if (face.indices[n] >= curMesh.verts.size())
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{
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ASSIMP_LOG_WARN("Quick3D: Vertex index overflow");
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face.indices[n] = 0;
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}
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// copy vertices
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*verts = m.verts[ face.indices[n] ];
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*verts = curMesh.verts[face.indices[n]];
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if (face.indices[n] >= m.normals.size() && faces->mNumIndices >= 3)
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if (face.indices[n] >= curMesh.normals.size() && faces->mNumIndices >= 3)
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{
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// we have no normal here - assign the face normal
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if (!fnOK)
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{
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const aiVector3D& pV1 = m.verts[ face.indices[0] ];
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const aiVector3D& pV2 = m.verts[ face.indices[1] ];
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const aiVector3D& pV3 = m.verts[ face.indices.size() - 1 ];
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const aiVector3D &pV1 = curMesh.verts[face.indices[0]];
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const aiVector3D &pV2 = curMesh.verts[face.indices[1]];
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const aiVector3D &pV3 = curMesh.verts[face.indices.size() - 1];
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faceNormal = (pV2 - pV1) ^ (pV3 - pV1).Normalize();
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fnOK = true;
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}
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*norms = faceNormal;
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} else {
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*norms = curMesh.normals[face.indices[n]];
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}
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else *norms = m.normals[ face.indices[n] ];
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// copy texture coordinates
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if (uv && m.uv.size())
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