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@@ -637,7 +637,7 @@ void BlenderImporter::BuildMaterials(ConversionData& conv_data)
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// ok, we need to add a dedicated default material for some poor material-less meshes
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// ok, we need to add a dedicated default material for some poor material-less meshes
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boost::shared_ptr<Material> p(new Material());
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boost::shared_ptr<Material> p(new Material());
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- strcpy( p->id.name, "$AssimpDefault" );
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+ strcpy( p->id.name+2, AI_DEFAULT_MATERIAL_NAME );
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p->r = p->g = p->b = 0.6f;
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p->r = p->g = p->b = 0.6f;
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p->specr = p->specg = p->specb = 0.6f;
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p->specr = p->specg = p->specb = 0.6f;
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@@ -668,7 +668,7 @@ void BlenderImporter::BuildMaterials(ConversionData& conv_data)
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conv_data.materials->push_back(mout);
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conv_data.materials->push_back(mout);
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// set material name
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// set material name
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- aiString name = aiString(mat->id.name);
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+ aiString name = aiString(mat->id.name+2); // skip over the name prefix 'MA'
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mout->AddProperty(&name,AI_MATKEY_NAME);
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mout->AddProperty(&name,AI_MATKEY_NAME);
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@@ -760,7 +760,8 @@ void BlenderImporter::ConvertMesh(const Scene& in, const Object* obj, const Mesh
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// all submeshes created from this mesh are named equally. this allows
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// all submeshes created from this mesh are named equally. this allows
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// curious users to recover the original adjacency.
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// curious users to recover the original adjacency.
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- out->mName = aiString(mesh->id.name);
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+ out->mName = aiString(mesh->id.name+2);
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+ // skip over the name prefix 'ME'
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// resolve the material reference and add this material to the set of
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// resolve the material reference and add this material to the set of
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// output materials. The (temporary) material index is the index
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// output materials. The (temporary) material index is the index
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@@ -987,7 +988,7 @@ aiNode* BlenderImporter::ConvertNode(const Scene& in, const Object* obj, Convers
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++it;
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++it;
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}
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}
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- ScopeGuard<aiNode> node(new aiNode(obj->id.name));
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+ ScopeGuard<aiNode> node(new aiNode(obj->id.name+2)); // skip over the name prefix 'OB'
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if (obj->data) {
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if (obj->data) {
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switch (obj->type)
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switch (obj->type)
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{
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{
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