Merge branch 'master' of https://github.com/assimp/assimp into gltf_o3dgc
authorAlexandr Arutjunov <smal.root@gmail.com>
Sat, 10 Sep 2016 06:05:36 +0000 (09:05 +0300)
committerAlexandr Arutjunov <smal.root@gmail.com>
Sat, 10 Sep 2016 06:05:36 +0000 (09:05 +0300)
1  2 
code/glTFAsset.inl
code/glTFAssetWriter.inl
code/glTFExporter.cpp
code/glTFImporter.cpp

@@@ -40,14 -40,8 +40,16 @@@ OF THIS SOFTWARE, EVEN IF ADVISED OF TH
  
  #include "StringUtils.h"
  
 +// Header files, Assimp
 +#include <assimp/DefaultLogger.hpp>
 +
 +#ifdef ASSIMP_IMPORTER_GLTF_USE_OPEN3DGC
 +      // Header files, Open3DGC.
 +#     include <Open3DGC/o3dgcSC3DMCDecoder.h>
 +#endif
 +
+ using namespace Assimp;
  namespace glTF {
  
  namespace {
Simple merge
Simple merge
@@@ -326,17 -294,18 +326,17 @@@ void glTFImporter::ImportMeshes(glTF::A
              }
  
              Mesh::Primitive::Attributes& attr = prim.attributes;
 -            if (attr.position.size() > 0 && attr.position[0]) {
 +
 +                      if (attr.position.size() > 0 && attr.position[0]) {
                  aim->mNumVertices = attr.position[0]->count;
                  attr.position[0]->ExtractData(aim->mVertices);
 -            }
 +                      }
  
 -            if (attr.normal.size() > 0 && attr.normal[0]) {
 -                attr.normal[0]->ExtractData(aim->mNormals);
 -            }
 +                      if (attr.normal.size() > 0 && attr.normal[0]) attr.normal[0]->ExtractData(aim->mNormals);
  
-                       for (size_t tc = 0; tc < attr.texcoord.size() && tc <= AI_MAX_NUMBER_OF_TEXTURECOORDS; ++tc) {
-                               attr.texcoord[tc]->ExtractData(aim->mTextureCoords[tc]);
-                               aim->mNumUVComponents[tc] = attr.texcoord[tc]->GetNumComponents();
+             for (size_t tc = 0; tc < attr.texcoord.size() && tc < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++tc) {
+                 attr.texcoord[tc]->ExtractData(aim->mTextureCoords[tc]);
+                 aim->mNumUVComponents[tc] = attr.texcoord[tc]->GetNumComponents();
  
                  aiVector3D* values = aim->mTextureCoords[tc];
                  for (unsigned int i = 0; i < aim->mNumVertices; ++i) {