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@@ -1649,7 +1649,7 @@ make_polyset(MayaNodeDesc *node_desc, const MDagPath &dag_path,
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}
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}
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- pvector<string> uvset_names;
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+ vector_string uvset_names;
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MStringArray maya_uvset_names;
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status = mesh.getUVSetNames(maya_uvset_names);
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if (!status) {
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@@ -2241,7 +2241,7 @@ get_vertex_weights(const MDagPath &dag_path, const MFnNurbsSurface &surface,
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////////////////////////////////////////////////////////////////////
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void MayaToEggConverter::
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set_shader_attributes(EggPrimitive &primitive, const MayaShader &shader,
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- const MItMeshPolygon *pi, const pvector<string> uvset_names) {
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+ const MItMeshPolygon *pi, const vector_string &uvset_names) {
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//mayaegg_cat.spam() << " set_shader_attributes : begin\n";
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@@ -2257,11 +2257,12 @@ set_shader_attributes(EggPrimitive &primitive, const MayaShader &shader,
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string uvset_name = color_def->_texture_name;
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// look for this name in maya's uvset_names
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if (uvset_names.size()){
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- if (uvset_name.length())
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- uvset_name.resize(uvset_name.length()-1);
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+ if (uvset_name.length()) {
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+ uvset_name.resize(uvset_name.length() - 1);
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+ }
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mayaegg_cat.spam() << "looking for uvset_name: " << uvset_name << " ";
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- for (size_t uvi=0; uvi<uvset_names.size(); ++uvi){
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- if (uvset_names[uvi].find(uvset_name) != -1) {
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+ for (size_t uvi = 0; uvi < uvset_names.size(); ++uvi){
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+ if (uvset_names[uvi].find(uvset_name) != string::npos) {
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uvset_name = uvset_names[uvi];
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mayaegg_cat.spam() << "found maya uvset_name: " << uvset_name << endl;
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}
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