// Always create a full copy of the scene. We might optimize this one day,
// but for now it is the most pragmatic way.
- aiScene* scenecopy_tmp;
+ aiScene* scenecopy_tmp = NULL;
SceneCombiner::CopyScene(&scenecopy_tmp,pScene);
std::unique_ptr<aiScene> scenecopy(scenecopy_tmp);
// ------------------------------------------------------------------------------------------------
template <typename Type>
-inline void CopyPtrArray (Type**& dest, const Type* const * src, unsigned int num)
+inline void CopyPtrArray (Type**& dest, const Type* const * src, ai_uint num)
{
if (!num)
{
return;
}
dest = new Type*[num];
- for (unsigned int i = 0; i < num;++i) {
+ for (ai_uint i = 0; i < num;++i) {
SceneCombiner::Copy(&dest[i],src[i]);
}
}
// ------------------------------------------------------------------------------------------------
template <typename Type>
-inline void GetArrayCopy (Type*& dest, unsigned int num )
+inline void GetArrayCopy (Type*& dest, ai_uint num )
{
if (!dest)return;
Type* old = dest;
/** The number of meshes of this node. */
unsigned int mNumMeshes;
- /** The meshes of this node. Each entry is an index into the
+ /** The meshes of this node. Each entry is an index into the
* mesh list of the #aiScene.
*/
unsigned int* mMeshes;