- 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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@@ -44,7 +44,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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/** @file Implementation of the MD2 importer class */
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#include "MD2Loader.h"
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#include "MaterialSystem.h"
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#include "ByteSwap.h"
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#include "MD2NormalTable.h" // shouldn't be included by other units
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@@ -221,7 +220,7 @@ void MD2Importer::InternReadFile( const std::string& pFile,
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pScene->mRootNode->mMeshes = new unsigned int[1];
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pScene->mRootNode->mMeshes[0] = 0;
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pScene->mMaterials = new aiMaterial*[1];
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pScene->mMaterials[0] = new MaterialHelper();
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pScene->mMaterials[0] = new aiMaterial();
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pScene->mNumMeshes = 1;
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pScene->mMeshes = new aiMesh*[1];
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@@ -278,7 +277,7 @@ void MD2Importer::InternReadFile( const std::string& pFile,
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// Not sure whether there are MD2 files without texture coordinates
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// NOTE: texture coordinates can be there without a texture,
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// but a texture can't be there without a valid UV channel
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MaterialHelper* pcHelper = (MaterialHelper*)pScene->mMaterials[0];
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aiMaterial* pcHelper = (aiMaterial*)pScene->mMaterials[0];
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const int iMode = (int)aiShadingMode_Gouraud;
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pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
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