// add 5 empty materials
scene->mMaterials = new aiMaterial*[scene->mNumMaterials = 5];
- for (unsigned int i = 0; i < 5;++i)
+ for (unsigned int i = 0; i < 5;++i) {
scene->mMaterials[i] = new aiMaterial();
+ }
// add 25 test meshes
scene->mMeshes = new aiMesh*[scene->mNumMeshes = 25];
- for (unsigned int i = 0; i < 25;++i) {
- aiMesh* mesh = scene->mMeshes[i] = new aiMesh();
+ for ( unsigned int i = 0; i < 25; ++i) {
+ aiMesh* mesh = scene->mMeshes[ i ] = new aiMesh();
mesh->mPrimitiveTypes = aiPrimitiveType_POINT;
mesh->mFaces = new aiFace[ mesh->mNumFaces = 10+i ];
mesh->mVertices = new aiVector3D[mesh->mNumVertices = mesh->mNumFaces];
for (unsigned int a = 0; a < mesh->mNumFaces; ++a ) {
- aiFace& f = mesh->mFaces[a];
- f.mIndices = new unsigned int [f.mNumIndices = 1];
+ aiFace& f = mesh->mFaces[ a ];
+ f.mIndices = new unsigned int [ f.mNumIndices = 1 ];
f.mIndices[0] = a*3;
mesh->mVertices[a] = aiVector3D((float)i,(float)a,0.f);
}
mesh->mMaterialIndex = i%5;
- if (i % 2)
+ if (i % 2) {
mesh->mNormals = new aiVector3D[mesh->mNumVertices];
+ for ( unsigned int normalIdx=0; normalIdx<mesh->mNumVertices; ++normalIdx ) {
+ mesh->mNormals[ normalIdx ].x = 1.0f;
+ mesh->mNormals[ normalIdx ].y = 1.0f;
+ mesh->mNormals[ normalIdx ].z = 1.0f;
+ mesh->mNormals[ normalIdx ].Normalize();
+ }
+ }
}
// construct some nodes (1+25)