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https://github.com/TorqueGameEngines/Torque3D.git
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Merge remote-tracking branch 'upstream/development' into ShaderConstBuffer-CleanupRefactor
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commit
d8636f754b
9 changed files with 58 additions and 70 deletions
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@ -97,7 +97,7 @@ endif (WIN32 AND TORQUE_D3D11)
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# Handle core
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torqueAddSourceDirectories("core" "core/stream" "core/strings" "core/util"
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"core/util/journal" "core/util/zip" "core/util/compressors")
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"core/util/journal" "core/util/zip" "core/util/zip/compressors")
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# Handle GUI
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torqueAddSourceDirectories("gui" "gui/buttons" "gui/containers" "gui/controls" "gui/core"
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"gui/game" "gui/shiny" "gui/utility" "gui/3d")
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@ -1279,9 +1279,14 @@ template<> void *Resource<GBitmap>::create(const Torque::Path &path)
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const String extension = path.getExtension();
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if( !bmp->readBitmap( extension, path ) )
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{
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Con::errorf( "Resource<GBitmap>::create - error reading '%s'", path.getFullPath().c_str() );
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delete bmp;
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bmp = NULL;
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// we can only get here if the stream was successful, so attempt to read the stream.
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Con::warnf("Was unable to load as file, going to try the stream instead.");
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if (!bmp->readBitmapStream(extension, stream, stream.getStreamSize()))
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{
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Con::errorf("Resource<GBitmap>::create - error reading '%s'", path.getFullPath().c_str());
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delete bmp;
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bmp = NULL;
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}
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}
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return bmp;
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@ -195,7 +195,12 @@ bool sReadSTB(const Torque::Path& path, GBitmap* bitmap)
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if (!stbi_info(path.getFullPath().c_str(), &x, &y, &channels))
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{
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FrameAllocator::setWaterMark(prevWaterMark);
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return false;
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const char* stbErr = stbi_failure_reason();
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if (!stbErr)
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stbErr = "Unknown Error!";
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Con::errorf("STB get file info: %s", stbErr);
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}
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// do this to map 2 channels to 4, 2 channel not supported by gbitmap yet..
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@ -325,8 +330,7 @@ bool sReadStreamSTB(Stream& stream, GBitmap* bitmap, U32 len)
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if (!stbErr)
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stbErr = "Unknown Error!";
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Con::errorf("STB failed to get image info: %s", stbErr);
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return false;
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Con::errorf("STB get memory info: %s", stbErr);
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}
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S32 reqCom = comp;
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@ -261,38 +261,40 @@ void AssimpShapeLoader::processAnimations()
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Vector<aiNodeAnim*> ambientChannels;
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F32 duration = 0.0f;
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for (U32 i = 0; i < mScene->mNumAnimations; ++i)
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if (mScene->mNumAnimations > 0)
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{
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aiAnimation* anim = mScene->mAnimations[i];
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for (U32 j = 0; j < anim->mNumChannels; j++)
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for (U32 i = 0; i < mScene->mNumAnimations; ++i)
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{
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aiNodeAnim* nodeAnim = anim->mChannels[j];
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// Determine the maximum keyframe time for this animation
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F32 maxKeyTime = 0.0f;
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for (U32 k = 0; k < nodeAnim->mNumPositionKeys; k++) {
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maxKeyTime = getMax(maxKeyTime, (F32)nodeAnim->mPositionKeys[k].mTime);
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}
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for (U32 k = 0; k < nodeAnim->mNumRotationKeys; k++) {
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maxKeyTime = getMax(maxKeyTime, (F32)nodeAnim->mRotationKeys[k].mTime);
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}
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for (U32 k = 0; k < nodeAnim->mNumScalingKeys; k++) {
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maxKeyTime = getMax(maxKeyTime, (F32)nodeAnim->mScalingKeys[k].mTime);
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}
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aiAnimation* anim = mScene->mAnimations[i];
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for (U32 j = 0; j < anim->mNumChannels; j++)
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{
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aiNodeAnim* nodeAnim = anim->mChannels[j];
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// Determine the maximum keyframe time for this animation
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F32 maxKeyTime = 0.0f;
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for (U32 k = 0; k < nodeAnim->mNumPositionKeys; k++) {
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maxKeyTime = getMax(maxKeyTime, (F32)nodeAnim->mPositionKeys[k].mTime);
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}
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for (U32 k = 0; k < nodeAnim->mNumRotationKeys; k++) {
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maxKeyTime = getMax(maxKeyTime, (F32)nodeAnim->mRotationKeys[k].mTime);
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}
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for (U32 k = 0; k < nodeAnim->mNumScalingKeys; k++) {
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maxKeyTime = getMax(maxKeyTime, (F32)nodeAnim->mScalingKeys[k].mTime);
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}
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ambientChannels.push_back(nodeAnim);
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ambientChannels.push_back(nodeAnim);
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duration = getMax(duration, maxKeyTime);
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duration = getMax(duration, maxKeyTime);
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}
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}
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ambientSeq->mNumChannels = ambientChannels.size();
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ambientSeq->mChannels = ambientChannels.address();
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ambientSeq->mDuration = duration;
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ambientSeq->mTicksPerSecond = 24.0;
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AssimpAppSequence* defaultAssimpSeq = new AssimpAppSequence(ambientSeq);
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appSequences.push_back(defaultAssimpSeq);
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}
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ambientSeq->mNumChannels = ambientChannels.size();
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ambientSeq->mChannels = ambientChannels.address();
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ambientSeq->mDuration = duration;
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ambientSeq->mTicksPerSecond = 24.0;
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AssimpAppSequence* defaultAssimpSeq = new AssimpAppSequence(ambientSeq);
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appSequences.push_back(defaultAssimpSeq);
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}
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void AssimpShapeLoader::computeBounds(Box3F& bounds)
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