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@@ -19,15 +19,17 @@
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#include "mayaFile.h"
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#include "mayaShader.h"
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#include "global_parameters.h"
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+#include "maya_funcs.h"
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-#include <eggData.h>
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-#include <eggGroup.h>
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-#include <eggVertex.h>
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-#include <eggVertexPool.h>
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-#include <eggNurbsSurface.h>
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-#include <eggNurbsCurve.h>
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-#include <eggPolygon.h>
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+#include "eggData.h"
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+#include "eggGroup.h"
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+#include "eggVertex.h"
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+#include "eggVertexPool.h"
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+#include "eggNurbsSurface.h"
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+#include "eggNurbsCurve.h"
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+#include "eggPolygon.h"
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+#include "pre_maya_include.h"
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#include <maya/MArgList.h>
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#include <maya/MColor.h>
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#include <maya/MDagPath.h>
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@@ -55,6 +57,7 @@
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#include <maya/MTransformationMatrix.h>
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#include <maya/MVector.h>
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#include <maya/MTesselationParams.h>
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+#include "post_maya_include.h"
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MayaFile::
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MayaFile() {
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@@ -727,10 +730,10 @@ make_polyset(const MDagPath &dag_path, MFnMesh mesh,
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// Determine the shader for this particular polygon.
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int index = pi.index();
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- assert(index >= 0 && index < poly_shader_indices.length());
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+ assert(index >= 0 && index < (int)poly_shader_indices.length());
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int shader_index = poly_shader_indices[index];
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if (shader_index != -1) {
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- assert(shader_index >= 0 && shader_index < shaders.length());
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+ assert(shader_index >= 0 && shader_index < (int)shaders.length());
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MObject engine = shaders[shader_index];
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MayaShader *shader =
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_shaders.find_shader_for_shading_engine(engine);
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