removed some warnings and added return statement.
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875c8e71b7
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8b9f17d14c
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@ -26,7 +26,7 @@
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//importer for collada's files
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#include<wrap/dae/util_dae.h>
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#include <wrap/dae/util_dae.h>
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// uncomment one of the following line to enable the Verbose debugging for the parsing
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//#define QDEBUG if(1) ; else {assert(0);}
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@ -203,7 +203,7 @@ class ColladaMesh : public vcg::tri::TriMesh< std::vector<ColladaVertex>, std
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QStringList faceIndexList;
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valueStringList(faceIndexList,polylist.at(tript),"p");
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int offsetface = (int)m.face.size();
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//int offsetface = (int)m.face.size();
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if (faceIndexList.size() != 0 && faceSizeList.size() != 0 )
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{
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WedgeAttribute wa;
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@ -217,7 +217,7 @@ class ColladaMesh : public vcg::tri::TriMesh< std::vector<ColladaVertex>, std
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int curFaceVertNum = faceSizeList.at(ff).toInt();
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MyPolygon<typename ColladaMesh::VertexType> polyTemp(curFaceVertNum);
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for(unsigned int tt = 0;tt < curFaceVertNum ;++tt) // for each vertex of the polygon
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for(int tt = 0;tt < curFaceVertNum ;++tt) // for each vertex of the polygon
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{
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int indvt = faceIndexList.at(faceIndexCnt).toInt();
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QDEBUG("******* Reading face[%3i].V(%i) = %4i (%i-th of the index list) (face has %i vertices)",ff,tt,indvt,faceIndexCnt,curFaceVertNum);
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@ -426,8 +426,8 @@ class ColladaMesh : public vcg::tri::TriMesh< std::vector<ColladaVertex>, std
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QDEBUG("** skin node of a controller has a material binding");
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GenerateMaterialBinding(skinNode,materialBindingMap);
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}
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LoadGeometry(m, info, refNode.toElement(),materialBindingMap);
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}
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return LoadGeometry(m, info, refNode.toElement(),materialBindingMap);
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}
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/* before instancing a geometry you can make a binding that allow you to substitute next material names with other names.
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this is very useful for instancing the same geometry with different materials. therefore when you encounter a material name in a mesh, this name can be a 'symbol' that you have to bind.
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