for (unsigned int i = 0; i < mScene->mMaterials.size();++i)
{
std::string s = mScene->mMaterials[i].mName;
- for (std::string::iterator it = s.begin(); it != s.end(); ++it)
- *it = ::tolower(*it);
+ for ( std::string::iterator it = s.begin(); it != s.end(); ++it ) {
+ *it = static_cast< char >( ::tolower( *it ) );
+ }
if (std::string::npos == s.find("default"))continue;
nda->mRotationKeys = new aiQuatKey[nda->mNumRotationKeys];
// Rotations are quaternion offsets
- aiQuaternion abs;
+ aiQuaternion abs1;
for (unsigned int n = 0; n < nda->mNumRotationKeys;++n)
{
const aiQuatKey& q = pcIn->aRotationKeys[n];
- abs = (n ? abs * q.mValue : q.mValue);
+ abs1 = (n ? abs1 * q.mValue : q.mValue);
nda->mRotationKeys[n].mTime = q.mTime;
- nda->mRotationKeys[n].mValue = abs.Normalize();
+ nda->mRotationKeys[n].mValue = abs1.Normalize();
}
}