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@@ -559,24 +559,26 @@ void BlenderImporter::BuildMaterials(ConversionData& conv_data)
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if (mesh->mMaterialIndex == static_cast<unsigned int>( -1 )) {
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if (index == static_cast<unsigned int>( -1 )) {
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-
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- // ok, we need to add a dedicated default material for some poor material-less meshes
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+ // Setup a default material.
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boost::shared_ptr<Material> p(new Material());
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+ ai_assert(::strlen(AI_DEFAULT_MATERIAL_NAME) < sizeof(p->id.name)-2);
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strcpy( p->id.name+2, AI_DEFAULT_MATERIAL_NAME );
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+ // Note: MSVC11 does not zero-initialize Material here, although it should.
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+ // Thus all relevant fields should be explicitly initialized. We cannot add
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+ // a default constructor to Material since the DNA codegen does not support
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+ // parsing it.
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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->ambr = p->ambg = p->ambb = 0.0f;
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p->mirr = p->mirg = p->mirb = 0.0f;
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p->emit = 0.f;
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p->alpha = 0.f;
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-
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- // XXX add more / or add default c'tor to Material
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+ p->har = 0;
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index = static_cast<unsigned int>( conv_data.materials_raw.size() );
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conv_data.materials_raw.push_back(p);
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-
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- LogInfo("Adding default material ...");
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+ LogInfo("Adding default material");
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}
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mesh->mMaterialIndex = index;
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}
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@@ -591,6 +593,7 @@ void BlenderImporter::BuildMaterials(ConversionData& conv_data)
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aiMaterial* mout = new aiMaterial();
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conv_data.materials->push_back(mout);
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+ // For any new material field handled here, the default material above must be updated with an appropriate default value.
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// set material name
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aiString name = aiString(mat->id.name+2); // skip over the name prefix 'MA'
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@@ -1049,7 +1052,7 @@ aiNode* BlenderImporter::ConvertNode(const Scene& in, const Object* obj, Convers
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if (object->parent == obj) {
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children.push_back(object);
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- conv_data.objects.erase(it++);
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+ it = conv_data.objects.erase(it);
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continue;
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}
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++it;
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