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https://github.com/TorqueGameEngines/Torque3D.git
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update assimp to 6.0.5
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2d2eb57e2e
commit
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941 changed files with 22718 additions and 12240 deletions
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@ -12,16 +12,16 @@ use in various real-world environments. Workspaces to build the
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samples can be found in the respective directories. The VC workspaces
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copy the created executables to the ./bin directory.
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All GL-based samples depend on FreeGLUT, the image loading will be done
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All GL-based samples depend on FreeGLUT, the image loading will be done
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by a header-only library. For convenience, these libraries are included
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in the repository in their respective Windows/x86 prebuilt versions.
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To build on linux, install freeglut using the package manager of your
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To build on linux, install freeglut using the package manager of your
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choice. For instance on Ubuntu to install freeglut you can use the following
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command:
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> sudo apt install freeglut
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All samples will be placed at
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All samples will be placed at
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Win32: <assimp_repo>/<config>/bin
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@ -45,7 +45,7 @@ SimpleOpenGL
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SimpleTexturedOpenGL
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An extended OpenGL sample, featuring texturing using the DevIL
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An extended OpenGL sample, featuring texturing using the DevIL
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library. Based on SimpleOpenGL and the NeHe GL tutorial style.
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This is a Windows-only sample.
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@ -56,7 +56,7 @@ SimpleTexturedOpenGL
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SimpleAssimpViewX
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A Mac OSX-based viewer app. This sample was kindly provided by drparallax.
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A Mac OSX-based viewer app. This sample was kindly provided by drparallax.
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See http://sourceforge.net/projects/assimp/forums/forum/817654/topic/3917829
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@ -257,7 +257,7 @@ static CVReturn MyDisplayLinkCallback(CVDisplayLinkRef displayLink,const CVTimeS
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{
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CVReturn rv = kCVReturnError;
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NSAutoreleasePool *pool;
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pool = [[NSAutoreleasePool alloc] init];
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{
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[self render];
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@ -345,7 +345,7 @@ static CVReturn MyDisplayLinkCallback(CVDisplayLinkRef displayLink,const CVTimeS
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NSNumber* textureNumber = (NSNumber*)[textureDictionary valueForKey:textureKey];
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//NSLog(@"applyMaterialInContext: have texture %i", [textureNumber unsignedIntValue]);
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meshHelper.textureID = [textureNumber unsignedIntValue];
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meshHelper.textureID = [textureNumber unsignedIntValue];
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}
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else
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meshHelper.textureID = 0;
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@ -657,7 +657,7 @@ static CVReturn MyDisplayLinkCallback(CVDisplayLinkRef displayLink,const CVTimeS
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/* getTexture Filenames and Numb of Textures */
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for (unsigned int m = 0; m < _scene->mNumMaterials; m++)
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{
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{
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int texIndex = 0;
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aiReturn texFound = AI_SUCCESS;
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@ -674,7 +674,7 @@ static CVReturn MyDisplayLinkCallback(CVDisplayLinkRef displayLink,const CVTimeS
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[textureDictionary setValue:[NSNumber numberWithUnsignedInt:texIndex] forKey:texturePath];
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texIndex++;
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}
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}
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}
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textureIds = (GLuint*) malloc(sizeof(GLuint) * [textureDictionary count]); //new GLuint[ [textureDictionary count] ];
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@ -157,7 +157,7 @@ int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE /*hPrevInstance*/,
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// Retrieve the model file path.
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std::wstring filename(argv[1]);
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char *targetStart = new char[filename.size()+1];
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memset(targetStart, '\0', filename.size() + 1);
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@ -119,9 +119,9 @@ bool Import3DFromFile( const std::string &filename) {
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logInfo(importer.GetErrorString());
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return false;
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}
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fin.close();
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g_scene = importer.ReadFile(filename, aiProcessPreset_TargetRealtime_Quality);
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// If the import failed, report it
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@ -176,7 +176,7 @@ void freeTextureIds() {
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int LoadGLTextures(const aiScene* scene) {
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freeTextureIds();
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if (scene->HasTextures())
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if (scene->HasTextures())
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return 1;
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/* getTexture Filenames and Numb of Textures */
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