worked on getting assimpl compiled on BE

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@201 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
alil
2008-10-28 23:18:06 +00:00
parent e9dc280739
commit ef3cd69ae6
10 changed files with 80 additions and 75 deletions

View File

@@ -317,7 +317,7 @@ void FlipQuakeHeader(BE_NCONST MDL::Header* pcHeader)
}
ByteSwap::Swap4(& pcHeader->size);
ByteSwap::Swap4(& pcHeader->skinheight);
ByteSwap::Swap4(& pcHeader->skin);
// ByteSwap::Swap4(& pcHeader->skin);
}
#endif
// ------------------------------------------------------------------------------------------------
@@ -374,17 +374,17 @@ void MDLImporter::InternReadFile_Quake1( )
}
}
// get a pointer to the texture coordinates
const MDL::TexCoord* pcTexCoords = (const MDL::TexCoord*)szCurrent;
BE_NCONST MDL::TexCoord* pcTexCoords = (BE_NCONST MDL::TexCoord*)szCurrent;
szCurrent += sizeof(MDL::TexCoord) * pcHeader->num_verts;
// get a pointer to the triangles
const MDL::Triangle* pcTriangles = (const MDL::Triangle*)szCurrent;
BE_NCONST MDL::Triangle* pcTriangles = (BE_NCONST MDL::Triangle*)szCurrent;
szCurrent += sizeof(MDL::Triangle) * pcHeader->num_tris;
VALIDATE_FILE_SIZE(szCurrent);
// now get a pointer to the first frame in the file
const MDL::Frame* pcFrames = (const MDL::Frame*)szCurrent;
const MDL::SimpleFrame* pcFirstFrame;
BE_NCONST MDL::Frame* pcFrames = (BE_NCONST MDL::Frame*)szCurrent;
BE_NCONST MDL::SimpleFrame* pcFirstFrame;
if (0 == pcFrames->type)
{
@@ -394,10 +394,10 @@ void MDLImporter::InternReadFile_Quake1( )
else
{
// get the first frame in the group
const MDL::GroupFrame* pcFrames2 = (const MDL::GroupFrame*)pcFrames;
pcFirstFrame = (const MDL::SimpleFrame*)(&pcFrames2->time + pcFrames->type);
BE_NCONST MDL::GroupFrame* pcFrames2 = (BE_NCONST MDL::GroupFrame*)pcFrames;
pcFirstFrame = (BE_NCONST MDL::SimpleFrame*)(&pcFrames2->time + pcFrames->type);
}
const MDL::Vertex* pcVertices = (const MDL::Vertex*) ((pcFirstFrame->name) +
BE_NCONST MDL::Vertex* pcVertices = (BE_NCONST MDL::Vertex*) ((pcFirstFrame->name) +
sizeof(pcFirstFrame->name));
VALIDATE_FILE_SIZE((const unsigned char*)(pcVertices + pcHeader->num_verts));
@@ -553,7 +553,7 @@ void MDLImporter::InternReadFile_3DGS_MDL345( )
ai_assert(NULL != pScene);
// the header of MDL 3/4/5 is nearly identical to the original Quake1 header
const MDL::Header* pcHeader = (const MDL::Header*)this->mBuffer;
BE_NCONST MDL::Header* pcHeader = (BE_NCONST MDL::Header*)this->mBuffer;
#ifdef AI_BUILD_BIG_ENDIAN
FlipQuakeHeader(pcHeader);
#endif
@@ -586,13 +586,13 @@ void MDLImporter::InternReadFile_3DGS_MDL345( )
}
// get a pointer to the texture coordinates
const MDL::TexCoord_MDL3* pcTexCoords = (const MDL::TexCoord_MDL3*)szCurrent;
BE_NCONST MDL::TexCoord_MDL3* pcTexCoords = (BE_NCONST MDL::TexCoord_MDL3*)szCurrent;
szCurrent += sizeof(MDL::TexCoord_MDL3) * pcHeader->synctype;
// NOTE: for MDLn formats "synctype" corresponds to the number of UV coords
// get a pointer to the triangles
const MDL::Triangle_MDL3* pcTriangles = (const MDL::Triangle_MDL3*)szCurrent;
BE_NCONST MDL::Triangle_MDL3* pcTriangles = (BE_NCONST MDL::Triangle_MDL3*)szCurrent;
szCurrent += sizeof(MDL::Triangle_MDL3) * pcHeader->num_tris;
#ifdef AI_BUILD_BIG_ENDIAN