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Tiny refactoring in ply mesh loader.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6134 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -1,6 +1,6 @@
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--------------------------
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Changes in 1.9 (not yet released)
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- ply meshloader now also supports textures with names texture_u/texture_v.
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- ply meshloader now also supports textures with uv-labels named texture_u/texture_v.
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Thx @acy for bugreport and test-model (http://irrlicht.sourceforge.net/forum/viewtopic.php?f=4&t=52646)
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- Fix potential reading/writing 1 byte behind it's own buffer in PLY loader.
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Thanks @wolfgang for report and patch (http://irrlicht.sourceforge.net/forum/viewtopic.php?f=7&t=52627&p=305573#p305573)
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@ -368,14 +368,15 @@ bool CPLYMeshFileLoader::readFace(const SPLYElement &Element, scene::CDynamicMes
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for (u32 i=0; i < Element.Properties.size(); ++i)
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{
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if ( (Element.Properties[i].Name == "vertex_indices" ||
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Element.Properties[i].Name == "vertex_index") && Element.Properties[i].Type == EPLYPT_LIST)
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const SPLYProperty& property = Element.Properties[i];
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if ( (property.Name == "vertex_indices" || property.Name == "vertex_index")
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&& property.Type == EPLYPT_LIST)
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{
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// get count
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s32 count = getInt(Element.Properties[i].Data.List.CountType);
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u32 a = getInt(Element.Properties[i].Data.List.ItemType),
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b = getInt(Element.Properties[i].Data.List.ItemType),
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c = getInt(Element.Properties[i].Data.List.ItemType);
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s32 count = getInt(property.Data.List.CountType);
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u32 a = getInt(property.Data.List.ItemType),
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b = getInt(property.Data.List.ItemType),
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c = getInt(property.Data.List.ItemType);
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s32 j = 3;
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mb->getIndexBuffer().push_back(a);
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@ -385,19 +386,19 @@ bool CPLYMeshFileLoader::readFace(const SPLYElement &Element, scene::CDynamicMes
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for (; j < count; ++j)
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{
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b = c;
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c = getInt(Element.Properties[i].Data.List.ItemType);
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c = getInt(property.Data.List.ItemType);
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mb->getIndexBuffer().push_back(a);
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mb->getIndexBuffer().push_back(c);
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mb->getIndexBuffer().push_back(b);
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}
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}
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else if (Element.Properties[i].Name == "intensity")
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else if (property.Name == "intensity")
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{
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// todo: face intensity
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skipProperty(Element.Properties[i]);
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skipProperty(property);
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}
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else
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skipProperty(Element.Properties[i]);
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skipProperty(property);
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}
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return true;
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}
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