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@@ -1275,7 +1275,7 @@ void ColladaLoader::FillMaterials( const ColladaParser& pParser, aiScene* /*pSce
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// ------------------------------------------------------------------------------------------------
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// Constructs materials from the collada material definitions
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-void ColladaLoader::BuildMaterials( const ColladaParser& pParser, aiScene* /*pScene*/)
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+void ColladaLoader::BuildMaterials( ColladaParser& pParser, aiScene* /*pScene*/)
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{
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newMats.reserve(pParser.mMaterialLibrary.size());
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@@ -1283,10 +1283,10 @@ void ColladaLoader::BuildMaterials( const ColladaParser& pParser, aiScene* /*pSc
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{
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const Collada::Material& material = matIt->second;
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// a material is only a reference to an effect
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- ColladaParser::EffectLibrary::const_iterator effIt = pParser.mEffectLibrary.find( material.mEffect);
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+ ColladaParser::EffectLibrary::iterator effIt = pParser.mEffectLibrary.find( material.mEffect);
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if( effIt == pParser.mEffectLibrary.end())
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continue;
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- const Collada::Effect& effect = effIt->second;
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+ Collada::Effect& effect = effIt->second;
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// create material
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aiMaterial* mat = new aiMaterial;
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@@ -1295,7 +1295,7 @@ void ColladaLoader::BuildMaterials( const ColladaParser& pParser, aiScene* /*pSc
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// store the material
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mMaterialIndexByName[matIt->first] = newMats.size();
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- newMats.push_back( std::pair<Collada::Effect*, aiMaterial*>(const_cast<Collada::Effect*>(&effect),mat) );
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+ newMats.push_back( std::pair<Collada::Effect*, aiMaterial*>( &effect,mat) );
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}
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// ScenePreprocessor generates a default material automatically if none is there.
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// All further code here in this loader works well without a valid material so
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