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
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@@ -201,7 +201,7 @@ void CollectData( aiScene* pcScene, aiNode* pcNode, unsigned int iMat,
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// aiFace destructor ...
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pcMesh->mFaces[planck].mIndices = NULL;
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// FIX: update the mPrimitiveTypes member of the mesh
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// Update the mPrimitiveTypes member of the mesh
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switch (pcMesh->mFaces[planck].mNumIndices)
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{
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case 0x1:
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@@ -249,13 +249,11 @@ void GetVFormatList( aiScene* pcScene, unsigned int iMat,
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// Compute the absolute transformation matrices of each node
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void ComputeAbsoluteTransform( aiNode* pcNode )
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{
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if (pcNode->mParent)
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{
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if (pcNode->mParent) {
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pcNode->mTransformation = pcNode->mParent->mTransformation*pcNode->mTransformation;
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}
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for (unsigned int i = 0;i < pcNode->mNumChildren;++i)
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{
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for (unsigned int i = 0;i < pcNode->mNumChildren;++i) {
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ComputeAbsoluteTransform(pcNode->mChildren[i]);
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}
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}
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@@ -291,17 +289,13 @@ void PretransformVertices::Execute( aiScene* pScene)
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std::vector<aiMesh*> apcOutMeshes;
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apcOutMeshes.reserve(pScene->mNumMaterials<<1u);
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std::list<unsigned int> aiVFormats;
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for (unsigned int i = 0; i < pScene->mNumMaterials;++i)
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{
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for (unsigned int i = 0; i < pScene->mNumMaterials;++i) {
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// get the list of all vertex formats for this material
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aiVFormats.clear();
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GetVFormatList(pScene,i,aiVFormats);
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aiVFormats.sort();
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aiVFormats.unique();
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for (std::list<unsigned int>::const_iterator
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j = aiVFormats.begin();
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j != aiVFormats.end();++j)
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{
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for (std::list<unsigned int>::const_iterator j = aiVFormats.begin();j != aiVFormats.end();++j) {
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unsigned int iVertices = 0;
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unsigned int iFaces = 0;
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CountVerticesAndFaces(pScene,pScene->mRootNode,i,*j,&iFaces,&iVertices);
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