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https://github.com/TorqueGameEngines/Torque3D.git
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Update Assimp from 5.2.3 to 5.2.5
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parent
ea7ca63301
commit
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379 changed files with 14469 additions and 47175 deletions
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@ -193,7 +193,7 @@ void X3DGeoHelper::add_color(aiMesh &pMesh, const std::list<aiColor3D> &pColors,
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// create RGBA array from RGB.
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for (std::list<aiColor3D>::const_iterator it = pColors.begin(); it != pColors.end(); ++it)
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tcol.push_back(aiColor4D((*it).r, (*it).g, (*it).b, 1));
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tcol.emplace_back((*it).r, (*it).g, (*it).b, 1);
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// call existing function for adding RGBA colors
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add_color(pMesh, tcol, pColorPerVertex);
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@ -238,7 +238,7 @@ void X3DGeoHelper::add_color(aiMesh &pMesh, const std::vector<int32_t> &pCoordId
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// create RGBA array from RGB.
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for (std::list<aiColor3D>::const_iterator it = pColors.begin(); it != pColors.end(); ++it) {
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tcol.push_back(aiColor4D((*it).r, (*it).g, (*it).b, 1));
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tcol.emplace_back((*it).r, (*it).g, (*it).b, 1);
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}
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// call existing function for adding RGBA colors
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@ -440,7 +440,7 @@ void X3DGeoHelper::add_tex_coord(aiMesh &pMesh, const std::vector<int32_t> &pCoo
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// copy list to array because we are need indexed access to normals.
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texcoord_arr_copy.reserve(pTexCoords.size());
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for (std::list<aiVector2D>::const_iterator it = pTexCoords.begin(); it != pTexCoords.end(); ++it) {
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texcoord_arr_copy.push_back(aiVector3D((*it).x, (*it).y, 0));
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texcoord_arr_copy.emplace_back((*it).x, (*it).y, 0);
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}
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if (pTexCoordIdx.size() > 0) {
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@ -480,7 +480,7 @@ void X3DGeoHelper::add_tex_coord(aiMesh &pMesh, const std::list<aiVector2D> &pTe
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// copy list to array because we are need convert aiVector2D to aiVector3D and also get indexed access as a bonus.
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tc_arr_copy.reserve(pTexCoords.size());
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for (std::list<aiVector2D>::const_iterator it = pTexCoords.begin(); it != pTexCoords.end(); ++it) {
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tc_arr_copy.push_back(aiVector3D((*it).x, (*it).y, 0));
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tc_arr_copy.emplace_back((*it).x, (*it).y, 0);
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}
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// copy texture coordinates to mesh
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