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@@ -122,7 +122,7 @@ void RemoveUVSeams (aiMesh* mesh, aiVector3D* out)
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const aiFace& face = mesh->mFaces[fidx];
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if (face.mNumIndices < 3) continue; // triangles and polygons only, please
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- unsigned int small = face.mNumIndices, large = small;
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+ unsigned int smallV = face.mNumIndices, large = smallV;
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bool zero = false, one = false, round_to_zero = false;
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// Check whether this face lies on a UV seam. We can just guess,
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@@ -133,7 +133,7 @@ void RemoveUVSeams (aiMesh* mesh, aiVector3D* out)
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{
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if (out[face.mIndices[n]].x < LOWER_LIMIT)
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{
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- small = n;
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+ smallV = n;
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// If we have a U value very close to 0 we can't
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// round the others to 0, too.
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@@ -151,7 +151,7 @@ void RemoveUVSeams (aiMesh* mesh, aiVector3D* out)
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one = true;
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}
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}
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- if (small != face.mNumIndices && large != face.mNumIndices)
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+ if (smallV != face.mNumIndices && large != face.mNumIndices)
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{
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for (unsigned int n = 0; n < face.mNumIndices;++n)
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{
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