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-rw-r--r--src/3rdparty/assimp/code/MD3Loader.cpp16
1 files changed, 8 insertions, 8 deletions
diff --git a/src/3rdparty/assimp/code/MD3Loader.cpp b/src/3rdparty/assimp/code/MD3Loader.cpp
index 8294da489..11a6e56dd 100644
--- a/src/3rdparty/assimp/code/MD3Loader.cpp
+++ b/src/3rdparty/assimp/code/MD3Loader.cpp
@@ -3,7 +3,8 @@
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
-Copyright (c) 2006-2016, assimp team
+Copyright (c) 2006-2017, assimp team
+
All rights reserved.
@@ -52,7 +53,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef ASSIMP_BUILD_NO_MD3_IMPORTER
#include "MD3Loader.h"
-#include "SceneCombiner.h"
+#include <assimp/SceneCombiner.h>
#include "GenericProperty.h"
#include "RemoveComments.h"
#include "ParsingUtils.h"
@@ -62,10 +63,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <assimp/IOSystem.hpp>
#include <assimp/material.h>
#include <assimp/scene.h>
+#include <assimp/importerdesc.h>
#include <cctype>
-
-
using namespace Assimp;
static const aiImporterDesc desc = {
@@ -709,7 +709,7 @@ void MD3Importer::ConvertPath(const char* texture_name, const char* header_name,
}
}
else len2 = std::min (len1, (size_t)(end2 - texture_name ));
- if (!ASSIMP_strincmp(texture_name,header_name,len2)) {
+ if (!ASSIMP_strincmp(texture_name,header_name,static_cast<unsigned int>(len2))) {
// Use the file name only
out = end2+1;
return;
@@ -1018,11 +1018,11 @@ void MD3Importer::InternReadFile( const std::string& pFile,
// Convert the normal vector to uncompressed float3 format
aiVector3D& nor = pcMesh->mNormals[iCurrent];
- LatLngNormalToVec3(pcVertices[pcTriangles->INDEXES[c]].NORMAL,(float*)&nor);
+ LatLngNormalToVec3(pcVertices[index].NORMAL,(ai_real*)&nor);
// Read texture coordinates
- pcMesh->mTextureCoords[0][iCurrent].x = pcUVs[ pcTriangles->INDEXES[c]].U;
- pcMesh->mTextureCoords[0][iCurrent].y = 1.0f-pcUVs[ pcTriangles->INDEXES[c]].V;
+ pcMesh->mTextureCoords[0][iCurrent].x = pcUVs[index].U;
+ pcMesh->mTextureCoords[0][iCurrent].y = 1.0f-pcUVs[index].V;
}
// Flip face order if necessary
if (!shader || shader->cull == Q3Shader::CULL_CW) {