Merge branch 'master' into md3Tuning
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@@ -101,7 +101,7 @@ Q3Shader::BlendFunc StringToBlendFunc(const std::string &m) {
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if (m == "GL_ONE_MINUS_DST_COLOR") {
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return Q3Shader::BLEND_GL_ONE_MINUS_DST_COLOR;
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}
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ASSIMP_LOG_ERROR("Q3Shader: Unknown blend function: " + m);
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ASSIMP_LOG_ERROR("Q3Shader: Unknown blend function: ", m);
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return Q3Shader::BLEND_NONE;
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}
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@@ -112,7 +112,7 @@ bool Q3Shader::LoadShader(ShaderData &fill, const std::string &pFile, IOSystem *
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if (!file.get())
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return false; // if we can't access the file, don't worry and return
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ASSIMP_LOG_INFO_F("Loading Quake3 shader file ", pFile);
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ASSIMP_LOG_INFO("Loading Quake3 shader file ", pFile);
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// read file in memory
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const size_t s = file->FileSize();
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@@ -226,7 +226,7 @@ bool Q3Shader::LoadSkin(SkinData &fill, const std::string &pFile, IOSystem *io)
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if (!file.get())
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return false; // if we can't access the file, don't worry and return
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ASSIMP_LOG_INFO("Loading Quake3 skin file " + pFile);
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ASSIMP_LOG_INFO("Loading Quake3 skin file ", pFile);
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// read file in memory
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const size_t s = file->FileSize();
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@@ -706,7 +706,7 @@ void MD3Importer::InternReadFile(const std::string &pFile, aiScene *pScene, IOSy
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}
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filename = mFile.substr(s), path = mFile.substr(0, s);
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for (std::string::iterator it = filename.begin(); it != filename.end(); ++it) {
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*it = static_cast<char>(tolower(*it));
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*it = static_cast<char>(tolower(static_cast<unsigned char>(*it)));
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}
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// Load multi-part model file, if necessary
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@@ -857,7 +857,7 @@ void MD3Importer::InternReadFile(const std::string &pFile, aiScene *pScene, IOSy
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if (it != skins.textures.end()) {
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texture_name = &*(_texture_name = (*it).second).begin();
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ASSIMP_LOG_VERBOSE_DEBUG_F("MD3: Assigning skin texture ", (*it).second, " to surface ", pcSurfaces->NAME);
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ASSIMP_LOG_VERBOSE_DEBUG("MD3: Assigning skin texture ", (*it).second, " to surface ", pcSurfaces->NAME);
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(*it).resolved = true; // mark entry as resolved
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}
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@@ -891,9 +891,9 @@ void MD3Importer::InternReadFile(const std::string &pFile, aiScene *pScene, IOSy
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if (dit != shaders.blocks.end()) {
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// We made it!
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shader = &*dit;
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ASSIMP_LOG_INFO("Found shader record for " + without_ext);
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ASSIMP_LOG_INFO("Found shader record for ", without_ext);
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} else {
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ASSIMP_LOG_WARN("Unable to find shader record for " + without_ext);
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ASSIMP_LOG_WARN("Unable to find shader record for ", without_ext);
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}
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}
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@@ -1011,7 +1011,7 @@ void MD3Importer::InternReadFile(const std::string &pFile, aiScene *pScene, IOSy
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if (!DefaultLogger::isNullLogger()) {
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for (std::list<Q3Shader::SkinData::TextureEntry>::const_iterator it = skins.textures.begin(); it != skins.textures.end(); ++it) {
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if (!(*it).resolved) {
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ASSIMP_LOG_ERROR_F("MD3: Failed to match skin ", (*it).first, " to surface ", (*it).second);
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ASSIMP_LOG_ERROR("MD3: Failed to match skin ", (*it).first, " to surface ", (*it).second);
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}
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}
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}
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