MD5
- added some extra validations to prevent unwanted crashes - fixed stand-alone loading of MD5ANIM files - MD5CAMERA working very well now ... JoinIdenticalVertices - an exception case where multiple vertices with the same position are assigned to different bones is handled now -> no crash anymore SkeletonMeshBuilder - proper material naming - two-sided flag is set for material - enforcing 'rahd' per-face normal vectors for better visual appearance ValidateDataStructure - code cleanup MaterialSystem - code cleanup LimitBoneWeights - code cleanup git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@364 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
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@@ -181,12 +181,9 @@ void LimitBoneWeightsProcess::ProcessMesh( aiMesh* pMesh)
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::memcpy( bone->mWeights, &bw[0], bw.size() * sizeof( aiVertexWeight));
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}
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if (bChanged)
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{
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// the number of new bones is smaller than before, so we can
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// reuse the old array, too.
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aiBone** ppcCur = pMesh->mBones;
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aiBone** ppcSrc = ppcCur;
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if (bChanged) {
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// the number of new bones is smaller than before, so we can reuse the old array
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aiBone** ppcCur = pMesh->mBones;aiBone** ppcSrc = ppcCur;
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for (std::vector<bool>::const_iterator iter = abNoNeed.begin();iter != abNoNeed.end() ;++iter) {
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if (*iter) {
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