- 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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@@ -45,7 +45,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#ifndef ASSIMP_BUILD_NO_HMP_IMPORTER
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// internal headers
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#include "MaterialSystem.h"
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#include "HMPLoader.h"
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#include "MD2FileData.h"
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@@ -339,7 +338,7 @@ void HMPImporter::CreateMaterial(const unsigned char* szCurrent,
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{
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// generate a default material
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const int iMode = (int)aiShadingMode_Gouraud;
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MaterialHelper* pcHelper = new MaterialHelper();
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aiMaterial* pcHelper = new aiMaterial();
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pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
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aiColor3D clr;
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@@ -447,7 +446,7 @@ void HMPImporter::ReadFirstSkin(unsigned int iNumSkins, const unsigned char* szC
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uint32_t iHeight = *((uint32_t*)szCursor); szCursor += sizeof(uint32_t);
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// allocate an output material
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MaterialHelper* pcMat = new MaterialHelper();
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aiMaterial* pcMat = new aiMaterial();
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// read the skin, this works exactly as for MDL7
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ParseSkinLump_3DGS_MDL7(szCursor,&szCursor,
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