- 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
This commit is contained in:
aramis_acg
2011-08-22 20:22:51 +00:00
parent 9f32504792
commit 9d85c8834d
111 changed files with 1867 additions and 1935 deletions

View File

@@ -1117,7 +1117,7 @@ void ColladaLoader::CreateAnimation( aiScene* pScene, const ColladaParser& pPars
// ------------------------------------------------------------------------------------------------
// Add a texture to a material structure
void ColladaLoader::AddTexture ( Assimp::MaterialHelper& mat, const ColladaParser& pParser,
void ColladaLoader::AddTexture ( aiMaterial& mat, const ColladaParser& pParser,
const Collada::Effect& effect,
const Collada::Sampler& sampler,
aiTextureType type, unsigned int idx)
@@ -1185,7 +1185,7 @@ void ColladaLoader::FillMaterials( const ColladaParser& pParser, aiScene* /*pSce
for (std::vector<std::pair<Collada::Effect*, aiMaterial*> >::iterator it = newMats.begin(),
end = newMats.end(); it != end; ++it)
{
MaterialHelper& mat = (MaterialHelper&)*it->second;
aiMaterial& mat = (aiMaterial&)*it->second;
Collada::Effect& effect = *it->first;
// resolve shading mode
@@ -1286,7 +1286,7 @@ void ColladaLoader::BuildMaterials( const ColladaParser& pParser, aiScene* /*pSc
const Collada::Effect& effect = effIt->second;
// create material
Assimp::MaterialHelper* mat = new Assimp::MaterialHelper;
aiMaterial* mat = new aiMaterial;
aiString name( matIt->first);
mat->AddProperty(&name,AI_MATKEY_NAME);
@@ -1300,7 +1300,7 @@ void ColladaLoader::BuildMaterials( const ColladaParser& pParser, aiScene* /*pSc
#if 0
if( newMats.size() == 0)
{
Assimp::MaterialHelper* mat = new Assimp::MaterialHelper;
aiMaterial* mat = new aiMaterial;
aiString name( AI_DEFAULT_MATERIAL_NAME );
mat->AddProperty( &name, AI_MATKEY_NAME);