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@@ -258,10 +258,10 @@ bool Q3Shader::LoadSkin(SkinData& fill, const std::string& pFile,IOSystem* io)
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continue;
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continue;
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fill.textures.push_back(SkinData::TextureEntry());
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fill.textures.push_back(SkinData::TextureEntry());
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- SkinData::TextureEntry& s = fill.textures.back();
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+ SkinData::TextureEntry &entry = fill.textures.back();
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- s.first = ss;
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- s.second = GetNextToken(buff);
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+ entry.first = ss;
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+ entry.second = GetNextToken(buff);
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}
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}
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return true;
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return true;
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}
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}
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@@ -730,11 +730,13 @@ void MD3Importer::InternReadFile( const std::string& pFile,
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std::string::size_type s = mFile.find_last_of("/\\");
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std::string::size_type s = mFile.find_last_of("/\\");
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if (s == std::string::npos) {
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if (s == std::string::npos) {
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s = 0;
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s = 0;
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+ } else {
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+ ++s;
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+ }
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+ filename = mFile.substr(s), path = mFile.substr(0, s);
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+ for (std::string::iterator it = filename.begin(); it != filename.end(); ++it) {
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+ *it = static_cast<char>( tolower(*it) );
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}
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}
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- else ++s;
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- filename = mFile.substr(s), path = mFile.substr(0,s);
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- for( std::string::iterator it = filename .begin(); it != filename.end(); ++it)
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- *it = tolower( *it);
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// Load multi-part model file, if necessary
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// Load multi-part model file, if necessary
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if (configHandleMP) {
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if (configHandleMP) {
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@@ -905,15 +907,15 @@ void MD3Importer::InternReadFile( const std::string& pFile,
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// Now search the current shader for a record with this name (
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// Now search the current shader for a record with this name (
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// excluding texture file extension)
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// excluding texture file extension)
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if (!shaders.blocks.empty()) {
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if (!shaders.blocks.empty()) {
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-
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- std::string::size_type s = convertedPath.find_last_of('.');
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- if (s == std::string::npos)
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- s = convertedPath.length();
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+ std::string::size_type sh = convertedPath.find_last_of('.');
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+ if (sh == std::string::npos) {
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+ sh = convertedPath.length();
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+ }
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const std::string without_ext = convertedPath.substr(0,s);
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const std::string without_ext = convertedPath.substr(0,s);
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std::list< Q3Shader::ShaderDataBlock >::const_iterator dit = std::find(shaders.blocks.begin(),shaders.blocks.end(),without_ext);
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std::list< Q3Shader::ShaderDataBlock >::const_iterator dit = std::find(shaders.blocks.begin(),shaders.blocks.end(),without_ext);
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if (dit != shaders.blocks.end()) {
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if (dit != shaders.blocks.end()) {
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- // Hurra, wir haben einen. Tolle Sache.
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+ // We made it!
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shader = &*dit;
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shader = &*dit;
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ASSIMP_LOG_INFO("Found shader record for " +without_ext );
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ASSIMP_LOG_INFO("Found shader record for " +without_ext );
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} else {
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} else {
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