removed some evil visual studio compiler warnings
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@915 dfc29bdd-3216-0410-991c-e03cc46cb475master
parent
4cec57051e
commit
a10c8644b5
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@ -183,6 +183,7 @@ GUI:
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You can now type an item's text to select it.
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You can now type an item's text to select it.
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-------------------------------------------
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Changes in version 1.3.1 (20 Jun 2007)
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Changes in version 1.3.1 (20 Jun 2007)
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- Fixed a bug with negative exponents in fast_atof, posted by RVL
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- Fixed a bug with negative exponents in fast_atof, posted by RVL
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@ -83,7 +83,7 @@ int main()
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if (q3node)
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if (q3node)
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{
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{
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q3node->setPosition(core::vector3df(-1370,-130,-1400));
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q3node->setPosition(core::vector3df(-1350,-130,-1400));
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selector = smgr->createOctTreeTriangleSelector(q3levelmesh->getMesh(0), q3node, 128);
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selector = smgr->createOctTreeTriangleSelector(q3levelmesh->getMesh(0), q3node, 128);
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q3node->setTriangleSelector(selector);
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q3node->setTriangleSelector(selector);
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@ -155,7 +155,7 @@ int main()
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// add 3 animated faeries.
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// add 3 animated faeries.
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video::SMaterial material;
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video::SMaterial material;
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material.Texture1 = driver->getTexture("../../media/faerie2.bmp");
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material.Textures[0] = driver->getTexture("../../media/faerie2.bmp");
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material.Lighting = true;
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material.Lighting = true;
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scene::IAnimatedMeshSceneNode* node = 0;
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scene::IAnimatedMeshSceneNode* node = 0;
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@ -179,7 +179,7 @@ int main()
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node->getMaterial(0) = material;
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node->getMaterial(0) = material;
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}
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}
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material.Texture1 = 0;
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material.Textures[0] = 0;
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material.Lighting = false;
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material.Lighting = false;
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// Add a light
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// Add a light
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@ -1006,6 +1006,7 @@ void CColladaFileLoader::readPolygonSection(io::IXMLReaderUTF8* reader,
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core::stringc materialName = reader->getAttributeValue("material");
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core::stringc materialName = reader->getAttributeValue("material");
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uriToId(materialName);
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uriToId(materialName);
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video::SMaterial mat;
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video::SMaterial mat;
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for (u32 i=0; i<Materials.size(); ++i)
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for (u32 i=0; i<Materials.size(); ++i)
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if (materialName == Materials[i].Id)
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if (materialName == Materials[i].Id)
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{
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{
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@ -1125,22 +1126,22 @@ void CColladaFileLoader::readPolygonSection(io::IXMLReaderUTF8* reader,
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// analyze content of slots to create a fitting mesh buffer
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// analyze content of slots to create a fitting mesh buffer
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u32 i;
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u32 u;
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u32 textureCoordSetCount = 0;
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u32 textureCoordSetCount = 0;
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bool normalSlotCount = false;
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bool normalSlotCount = false;
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u32 secondTexCoordSetIndex = 0xFFFFFFFF;
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u32 secondTexCoordSetIndex = 0xFFFFFFFF;
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for (i=0; i<slots.size(); ++i)
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for (u=0; u<slots.size(); ++u)
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{
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{
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if (slots[i].Semantic == ECIS_TEXCOORD || slots[i].Semantic == ECIS_UV )
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if (slots[u].Semantic == ECIS_TEXCOORD || slots[u].Semantic == ECIS_UV )
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{
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{
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++textureCoordSetCount;
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++textureCoordSetCount;
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if (textureCoordSetCount==2)
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if (textureCoordSetCount==2)
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secondTexCoordSetIndex = i;
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secondTexCoordSetIndex = u;
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}
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}
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else
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else
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if (slots[i].Semantic == ECIS_NORMAL)
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if (slots[u].Semantic == ECIS_NORMAL)
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normalSlotCount=true;
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normalSlotCount=true;
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}
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}
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@ -1157,7 +1158,7 @@ void CColladaFileLoader::readPolygonSection(io::IXMLReaderUTF8* reader,
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mbuffer->Material=mat;
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mbuffer->Material=mat;
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buffer = mbuffer;
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buffer = mbuffer;
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for (i=0; i<polygons.size(); ++i)
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for (u32 i=0; i<polygons.size(); ++i)
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{
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{
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u32 vertexCount = polygons[i].Indices.size() / inputSemanticCount;
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u32 vertexCount = polygons[i].Indices.size() / inputSemanticCount;
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@ -1491,7 +1491,9 @@ bool CXMeshFileLoader::parseDataObjectAnimation()
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#ifdef _DEBUG
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#ifdef _DEBUG
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os::Printer::log("getting name: ", FrameName.c_str());
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os::Printer::log("getting name: ", FrameName.c_str());
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#endif
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#endif
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for (u32 n=0;n < AnimatedMesh->getAllJoints().size();++n)
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u32 n;
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for (n=0;n < AnimatedMesh->getAllJoints().size();++n)
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{
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{
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if (AnimatedMesh->getAllJoints()[n]->Name==FrameName)
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if (AnimatedMesh->getAllJoints()[n]->Name==FrameName)
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joint=AnimatedMesh->getAllJoints()[n];
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joint=AnimatedMesh->getAllJoints()[n];
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@ -1506,8 +1508,6 @@ bool CXMeshFileLoader::parseDataObjectAnimation()
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joint->Name=FrameName;
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joint->Name=FrameName;
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}
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}
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u32 n;
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for (n=0;n<animationDump.PositionKeys.size();++n)
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for (n=0;n<animationDump.PositionKeys.size();++n)
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{
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{
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ISkinnedMesh::SPositionKey *key=&animationDump.PositionKeys[n];
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ISkinnedMesh::SPositionKey *key=&animationDump.PositionKeys[n];
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