diff options
Diffstat (limited to 'src/3rdparty/assimp/code/MD3Loader.cpp')
-rw-r--r-- | src/3rdparty/assimp/code/MD3Loader.cpp | 16 |
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) { |