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@@ -553,10 +553,10 @@ void ASEImporter::ConvertMeshes(ASE::Mesh& mesh, aiScene* pcScene)
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p_pcOut->mNumFaces = aiSplit[p].size();
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p_pcOut->mNumFaces = aiSplit[p].size();
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// receive output vertex weights
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// receive output vertex weights
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- std::vector<std::pair<unsigned int, float>>* avOutputBones;
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+ std::vector<std::pair<unsigned int, float> >* avOutputBones;
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if (!mesh.mBones.empty())
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if (!mesh.mBones.empty())
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{
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{
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- avOutputBones = new std::vector<std::pair<unsigned int, float>>[mesh.mBones.size()];
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+ avOutputBones = new std::vector<std::pair<unsigned int, float> >[mesh.mBones.size()];
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}
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}
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// allocate enough storage for faces
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// allocate enough storage for faces
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@@ -589,7 +589,7 @@ void ASEImporter::ConvertMeshes(ASE::Mesh& mesh, aiScene* pcScene)
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// this vertex index ...
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// this vertex index ...
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if (iIndex2 < mesh.mBoneVertices.size())
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if (iIndex2 < mesh.mBoneVertices.size())
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{
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{
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- for (std::vector<std::pair<int,float>>::const_iterator
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+ for (std::vector<std::pair<int,float> >::const_iterator
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blubb = mesh.mBoneVertices[iIndex2].mBoneWeights.begin();
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blubb = mesh.mBoneVertices[iIndex2].mBoneWeights.begin();
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blubb != mesh.mBoneVertices[iIndex2].mBoneWeights.end();++blubb)
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blubb != mesh.mBoneVertices[iIndex2].mBoneWeights.end();++blubb)
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{
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{
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@@ -755,7 +755,7 @@ void ASEImporter::ConvertMeshes(ASE::Mesh& mesh, aiScene* pcScene)
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harrypotter = mesh.mBoneVertices.begin();
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harrypotter = mesh.mBoneVertices.begin();
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harrypotter != mesh.mBoneVertices.end();++harrypotter,++quak)
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harrypotter != mesh.mBoneVertices.end();++harrypotter,++quak)
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{
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{
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- for (std::vector<std::pair<int,float>>::const_iterator
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+ for (std::vector<std::pair<int,float> >::const_iterator
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ronaldweasley = (*harrypotter).mBoneWeights.begin();
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ronaldweasley = (*harrypotter).mBoneWeights.begin();
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ronaldweasley != (*harrypotter).mBoneWeights.end();++ronaldweasley)
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ronaldweasley != (*harrypotter).mBoneWeights.end();++ronaldweasley)
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{
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{
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