Refactoring: use using types (#6266)
* Refactoring: use using types --------- Co-authored-by: Kim Kulling <kim.kulling@draeger.com>
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@@ -162,7 +162,7 @@ aiMesh *IRRImporter::BuildSingleQuadMesh(const SkyboxVertex &v1,
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}
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// ------------------------------------------------------------------------------------------------
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void IRRImporter::BuildSkybox(std::vector<aiMesh *> &meshes, std::vector<aiMaterial *> materials) {
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void IRRImporter::BuildSkybox(MeshArray &meshes, std::vector<aiMaterial *> materials) {
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// Update the material of the skybox - replace the name and disable shading for skyboxes.
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for (unsigned int i = 0; i < 6; ++i) {
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aiMaterial *out = (aiMaterial *)(*(materials.end() - (6 - i)));
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@@ -602,7 +602,7 @@ void SetupMapping(aiMaterial *mat, aiTextureMapping mode, const aiVector3D &axis
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// ------------------------------------------------------------------------------------------------
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void IRRImporter::GenerateGraph(Node *root, aiNode *rootOut, aiScene *scene,
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BatchLoader &batch,
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std::vector<aiMesh *> &meshes,
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MeshArray &meshes,
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std::vector<aiNodeAnim *> &anims,
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std::vector<AttachmentInfo> &attach,
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std::vector<aiMaterial *> &materials,
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@@ -1283,7 +1283,7 @@ void IRRImporter::InternReadFile(const std::string &pFile, aiScene *pScene, IOSy
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std::vector<aiNodeAnim *> anims;
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std::vector<aiMaterial *> materials;
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std::vector<AttachmentInfo> attach;
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std::vector<aiMesh *> meshes;
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MeshArray meshes;
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// try to guess how much storage we'll need
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anims.reserve(guessedAnimCnt + (guessedAnimCnt >> 2));
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