- extract MaterialHelper and move all of its members to aiMaterial in /include.
- pull in IOhannes' patch to set the gcc default visibility for all symbols to NO and to mark ASSIMP_API with __attribute__ ((visibility("default"))).
- drop unneeded ASSIMP_API from most internal classes in /code, we just need to keep some exports on Windows to keep AssimpView alive.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@1066 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
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@@ -48,7 +48,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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// internal headers
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#include "ASELoader.h"
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#include "MaterialSystem.h"
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#include "StringComparison.h"
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#include "SkeletonMeshBuilder.h"
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#include "TargetAnimation.h"
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@@ -788,7 +787,7 @@ void ASEImporter::BuildUniqueRepresentation(ASE::Mesh& mesh) {
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// ------------------------------------------------------------------------------------------------
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// Copy a texture from the ASE structs to the output material
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void CopyASETexture(MaterialHelper& mat, ASE::Texture& texture, aiTextureType type)
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void CopyASETexture(aiMaterial& mat, ASE::Texture& texture, aiTextureType type)
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{
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// Setup the texture name
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aiString tex;
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@@ -810,7 +809,7 @@ void ASEImporter::ConvertMaterial(ASE::Material& mat)
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// LARGE TODO: Much code her is copied from 3DS ... join them maybe?
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// Allocate the output material
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mat.pcInstance = new MaterialHelper();
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mat.pcInstance = new aiMaterial();
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// At first add the base ambient color of the
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// scene to the material
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