MD3
- shaders are now processed - multi-part player models are handled correctly Material system - added flags for 'usealpha' or 'ignorealpha' setting of textures LWO - fixed texture assignment bug due to invalid tag list 3DS - improved handling of dummy nodes Viewer: - lines&points are now displayed - improved animation control via slider (still some stuff missing) - skeleton is now displayed - some other minor fixes Validator: - some material issues are warnings now (no errors anymore) git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@349 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
@@ -288,24 +288,16 @@ uint32_t MaterialHelper::ComputeHash(bool includeMatName /*= false*/)
|
||||
{
|
||||
aiMaterialProperty* prop;
|
||||
|
||||
// If specified, exclude the material name from the hash
|
||||
if ((prop = mProperties[i]) && (includeMatName || ::strcmp(prop->mKey.data,"$mat.name")))
|
||||
// Exclude all properties whose first character is '?' from the hash
|
||||
// See doc for aiMaterialProperty.
|
||||
if ((prop = mProperties[i]) && (includeMatName || prop->mKey.data[0] != '?'))
|
||||
{
|
||||
hash = SuperFastHash(prop->mKey.data,(unsigned int)prop->mKey.length,hash);
|
||||
hash = SuperFastHash(prop->mData,prop->mDataLength,hash);
|
||||
|
||||
// Combine the semantic and the index with the hash
|
||||
// We print them to a string to make sure the quality
|
||||
// of the hashing state isn't affected (our hashing
|
||||
// procedure was originally intended for plaintest).
|
||||
char buff[32];
|
||||
unsigned int len;
|
||||
|
||||
len = ASSIMP_itoa10(buff,prop->mSemantic);
|
||||
hash = SuperFastHash(buff,len-1,hash);
|
||||
|
||||
len = ASSIMP_itoa10(buff,prop->mIndex);
|
||||
hash = SuperFastHash(buff,len-1,hash);
|
||||
hash = SuperFastHash((const char*)&prop->mSemantic,sizeof(unsigned int),hash);
|
||||
hash = SuperFastHash((const char*)&prop->mIndex,sizeof(unsigned int),hash);
|
||||
}
|
||||
}
|
||||
return hash;
|
||||
|
||||
Reference in New Issue
Block a user