propagating precision requirments into operations

This commit is contained in:
Chris Russ
2016-07-15 15:38:29 +10:00
parent 5adb0e899c
commit fa1d6d8c55
36 changed files with 437 additions and 411 deletions

View File

@@ -819,10 +819,10 @@ void CopyASETexture(aiMaterial& mat, ASE::Texture& texture, aiTextureType type)
// Setup the texture blend factor
if (is_not_qnan(texture.mTextureBlend))
mat.AddProperty<float>( &texture.mTextureBlend, 1, AI_MATKEY_TEXBLEND(type,0));
mat.AddProperty<ai_real>( &texture.mTextureBlend, 1, AI_MATKEY_TEXBLEND(type,0));
// Setup texture UV transformations
mat.AddProperty<float>(&texture.mOffsetU,5,AI_MATKEY_UVTRANSFORM(type,0));
mat.AddProperty<ai_real>(&texture.mOffsetU,5,AI_MATKEY_UVTRANSFORM(type,0));
}
// ------------------------------------------------------------------------------------------------
@@ -865,7 +865,7 @@ void ASEImporter::ConvertMaterial(ASE::Material& mat)
}
// opacity
mat.pcInstance->AddProperty<float>( &mat.mTransparency,1,AI_MATKEY_OPACITY);
mat.pcInstance->AddProperty<ai_real>( &mat.mTransparency,1,AI_MATKEY_OPACITY);
// Two sided rendering?
if (mat.mTwoSided)