PLYImporter: - optimize memory and speed on ply importer / change parser to use a file stream - manage texture path in ply import - manage texture coords on faces in ply import - correction on point cloud faces generation
IFC : - update poly2tri to avoid crash on some IFC files Collada : - manage missing texture reference in collada import
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@@ -1726,6 +1726,8 @@ void ColladaLoader::BuildMaterials( ColladaParser& pParser, aiScene* /*pScene*/)
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aiString ColladaLoader::FindFilenameForEffectTexture( const ColladaParser& pParser,
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const Collada::Effect& pEffect, const std::string& pName)
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{
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aiString result;
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// recurse through the param references until we end up at an image
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std::string name = pName;
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while( 1)
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@@ -1744,11 +1746,17 @@ aiString ColladaLoader::FindFilenameForEffectTexture( const ColladaParser& pPars
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ColladaParser::ImageLibrary::const_iterator imIt = pParser.mImageLibrary.find( name);
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if( imIt == pParser.mImageLibrary.end())
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{
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throw DeadlyImportError( format() <<
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"Collada: Unable to resolve effect texture entry \"" << pName << "\", ended up at ID \"" << name << "\"." );
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}
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//missing texture should not stop the conversion
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//throw DeadlyImportError( format() <<
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// "Collada: Unable to resolve effect texture entry \"" << pName << "\", ended up at ID \"" << name << "\"." );
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aiString result;
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DefaultLogger::get()->warn("Collada: Unable to resolve effect texture entry \"" + pName + "\", ended up at ID \"" + name + "\".");
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//set default texture file name
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result.Set(name + ".jpg");
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ConvertPath(result);
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return result;
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}
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// if this is an embedded texture image setup an aiTexture for it
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if (imIt->second.mFileName.empty())
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