General
- changing Assimp's coordinate system from RH z-up to RH y-up - fixing coordinate system for LWO, 3DS, ASE, MD5, MDL, B3D, IRR, IRRMESH - converttolh moved to three separate steps -> flipuv, flipwinding, makelh LWO - fixing texture coordinate generation -> mapping axis is correct now - fixing z-fighting bug ASE - fixing crash due to invalid normal setup - fixing parenting bug - code cleanup IRR - code cleanup - fixing placement of externally loaded meshes MDL - fixing texture coordinate space PLY - cleanup - two-sided maat property is now set git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@366 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
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@@ -774,20 +774,13 @@ void Discreet3DSImporter::GenerateNodeGraph(aiScene* pcOut)
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AddNodeToGraph(pcOut, pcOut->mRootNode, mRootNode,m);
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}
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// We used the first vertex color set to store some
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// temporary values so we need to cleanup here
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// We used the first vertex color set to store some emporary values so we need to cleanup here
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for (unsigned int a = 0; a < pcOut->mNumMeshes;++a)
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pcOut->mMeshes[a]->mColors[0] = NULL;
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// if the root node has only one child ... set the child as root node
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if (1 == pcOut->mRootNode->mNumChildren)
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{
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aiNode* pcOld = pcOut->mRootNode;
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pcOut->mRootNode = pcOut->mRootNode->mChildren[0];
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pcOut->mRootNode->mParent = NULL;
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pcOld->mChildren[0] = NULL;
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delete pcOld;
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}
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// Now rotate the whole scene 90 degrees around the x axis to convert to internal coordinate system
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pcOut->mRootNode->mTransformation = aiMatrix4x4(1.f,0.f,0.f,0.f,
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0.f,0.f,1.f,0.f,0.f,-1.f,0.f,0.f,0.f,0.f,0.f,1.f) * pcOut->mRootNode->mTransformation;
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// If the root node is unnamed name it "<3DSRoot>"
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if (::strstr( pcOut->mRootNode->mName.data, "UNNAMED" ) ||
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