- 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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@@ -398,7 +398,7 @@ void BlenderImporter::ConvertBlendFile(aiScene* out, const Scene& in,const FileD
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}
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// ------------------------------------------------------------------------------------------------
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void BlenderImporter::ResolveImage(MaterialHelper* out, const Material* mat, const MTex* tex, const Image* img, ConversionData& conv_data)
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void BlenderImporter::ResolveImage(aiMaterial* out, const Material* mat, const MTex* tex, const Image* img, ConversionData& conv_data)
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{
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(void)mat; (void)tex; (void)conv_data;
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aiString name;
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@@ -443,7 +443,7 @@ void BlenderImporter::ResolveImage(MaterialHelper* out, const Material* mat, con
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}
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// ------------------------------------------------------------------------------------------------
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void BlenderImporter::AddSentinelTexture(MaterialHelper* out, const Material* mat, const MTex* tex, ConversionData& conv_data)
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void BlenderImporter::AddSentinelTexture(aiMaterial* out, const Material* mat, const MTex* tex, ConversionData& conv_data)
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{
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(void)mat; (void)tex; (void)conv_data;
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@@ -457,7 +457,7 @@ void BlenderImporter::AddSentinelTexture(MaterialHelper* out, const Material* ma
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}
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// ------------------------------------------------------------------------------------------------
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void BlenderImporter::ResolveTexture(MaterialHelper* out, const Material* mat, const MTex* tex, ConversionData& conv_data)
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void BlenderImporter::ResolveTexture(aiMaterial* out, const Material* mat, const MTex* tex, ConversionData& conv_data)
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{
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const Tex* rtex = tex->tex.get();
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if(!rtex || !rtex->type) {
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@@ -545,7 +545,7 @@ void BlenderImporter::BuildMaterials(ConversionData& conv_data)
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conv_data.next_texture[i] = 0 ;
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}
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MaterialHelper* mout = new MaterialHelper();
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aiMaterial* mout = new aiMaterial();
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conv_data.materials->push_back(mout);
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// set material name
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