Collada
- collada 1.5.0 textures are readable now - cube and volume maps and mip initializations are skipped Material system - unified texture types. Added lightmap, displacement, reflection and 'unknown'. Everyone should be happy now (intending to remove ambient textures from the API). ComputeUV Changed mapping axis property to vec3 Adapted step WARN: produces mirrored uv coords now. LH issue. IRR Updated to new texture types 3DS Updated to new texture types NFF Updated to new texture types git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@340 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
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@@ -669,8 +669,7 @@ void Discreet3DSImporter::ParseHierarchyChunk(uint16_t parent)
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// This is the "real" name of a $$$DUMMY object
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{
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if (mCurrentNode->mName != "$$$DUMMY")
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{
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if (mCurrentNode->mName != "$$$DUMMY") {
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DefaultLogger::get()->warn("3DS: Skipping dummy object name for non-dummy object");
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break;
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}
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@@ -947,11 +946,11 @@ void Discreet3DSImporter::ParseFaceChunk()
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{
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DefaultLogger::get()->error(std::string("3DS: Unknown material: ") + sz);
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// ******************************************************************
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// --------------------------------------------------------------
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// This material is not known. Ignore this. We will later
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// assign the default material to all faces using *this*
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// material. We use 0xcdcdcdcd as special value to indicate this.
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// ******************************************************************
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// --------------------------------------------------------------
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}
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// Now continue and read all material indices
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@@ -1126,8 +1125,7 @@ void Discreet3DSImporter::ParseMaterialChunk()
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// This is the diffuse material color
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aiColor3D* pc = &mScene->mMaterials.back().mDiffuse;
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ParseColorChunk(pc);
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if (is_qnan(pc->r))
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{
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if (is_qnan(pc->r)) {
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// color chunk is invalid. Simply ignore it
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DefaultLogger::get()->error("3DS: Unable to read DIFFUSE chunk");
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pc->r = pc->g = pc->b = 1.0f;
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@@ -1139,8 +1137,7 @@ void Discreet3DSImporter::ParseMaterialChunk()
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// This is the specular material color
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aiColor3D* pc = &mScene->mMaterials.back().mSpecular;
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ParseColorChunk(pc);
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if (is_qnan(pc->r))
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{
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if (is_qnan(pc->r)) {
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// color chunk is invalid. Simply ignore it
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DefaultLogger::get()->error("3DS: Unable to read SPECULAR chunk");
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pc->r = pc->g = pc->b = 1.0f;
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@@ -1152,8 +1149,7 @@ void Discreet3DSImporter::ParseMaterialChunk()
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// This is the ambient material color
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aiColor3D* pc = &mScene->mMaterials.back().mAmbient;
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ParseColorChunk(pc);
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if (is_qnan(pc->r))
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{
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if (is_qnan(pc->r)) {
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// color chunk is invalid. Simply ignore it
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DefaultLogger::get()->error("3DS: Unable to read AMBIENT chunk");
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pc->r = pc->g = pc->b = 0.0f;
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@@ -1165,8 +1161,7 @@ void Discreet3DSImporter::ParseMaterialChunk()
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// This is the emissive material color
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aiColor3D* pc = &mScene->mMaterials.back().mEmissive;
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ParseColorChunk(pc);
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if (is_qnan(pc->r))
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{
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if (is_qnan(pc->r)) {
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// color chunk is invalid. Simply ignore it
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DefaultLogger::get()->error("3DS: Unable to read EMISSIVE chunk");
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pc->r = pc->g = pc->b = 0.0f;
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@@ -1248,9 +1243,8 @@ void Discreet3DSImporter::ParseMaterialChunk()
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ParseTextureChunk(&mScene->mMaterials.back().sTexEmissive);
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break;
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case Discreet3DS::CHUNK_MAT_REFLMAP:
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// Reflection map - no support in Assimp
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DefaultLogger::get()->warn("3DS: Found reflection map in file. This is not supported");
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// Reflection map
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ParseTextureChunk(&mScene->mMaterials.back().sTexReflective);
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break;
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};
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ASSIMP_3DS_END_CHUNK();
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