diff --git a/code/glTFAsset.inl b/code/glTFAsset.inl index ec6f7fe60..b9f3fccd8 100644 --- a/code/glTFAsset.inl +++ b/code/glTFAsset.inl @@ -835,7 +835,7 @@ inline void Mesh::Read(Value& pJSON_Object, Asset& pAsset_Root) if(comp_data == nullptr) throw DeadlyImportError("GLTF: \"Open3DGC-compression\" must has \"compressedData\"."); - Assimp::DefaultLogger::get()->info("GLTF: Decompressing Open3DGC data."); + DefaultLogger::get()->info("GLTF: Decompressing Open3DGC data."); /************** Read data from JSON-document **************/ #define MESH_READ_COMPRESSEDDATA_MEMBER(pFieldName, pOut) \ diff --git a/code/glTFImporter.cpp b/code/glTFImporter.cpp index 734a827de..288cfd883 100644 --- a/code/glTFImporter.cpp +++ b/code/glTFImporter.cpp @@ -672,7 +672,7 @@ void glTFImporter::InternReadFile(const std::string& pFile, aiScene* pScene, IOS // TODO: it does not split the loaded vertices, should it? //pScene->mFlags |= AI_SCENE_FLAGS_NON_VERBOSE_FORMAT; - Assimp::MakeVerboseFormatProcess process; + MakeVerboseFormatProcess process; process.Execute(pScene);