- 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

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