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Merge pull request #4512 from umlaeute/aiTextureTypeToString

Rename TextureTypeToString() to aiTextureTypeToString()
Kim Kulling 3 years ago
parent
commit
e8abb0fc1c

+ 1 - 1
code/AssetLib/Assxml/AssxmlFileWriter.cpp

@@ -365,7 +365,7 @@ static void WriteDump(const char *pFile, const char *cmd, const aiScene *scene,
 
                 ioprintf(io, "\t\t\t<MatProperty key=\"%s\" \n\t\t\ttype=\"%s\" tex_usage=\"%s\" tex_index=\"%u\"",
                         prop->mKey.data, sz,
-                        ::TextureTypeToString((aiTextureType)prop->mSemantic), prop->mIndex);
+                        ::aiTextureTypeToString((aiTextureType)prop->mSemantic), prop->mIndex);
 
                 if (prop->mType == aiPTI_Float) {
                     ioprintf(io, " size=\"%i\">\n\t\t\t\t",

+ 1 - 1
code/Common/material.cpp

@@ -46,7 +46,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 #include <assimp/material.h>
 
 // -------------------------------------------------------------------------------
-const char *TextureTypeToString(aiTextureType in) {
+const char *aiTextureTypeToString(aiTextureType in) {
     switch (in) {
     case aiTextureType_NONE:
         return "n/a";

+ 1 - 1
code/Pbrt/PbrtExporter.cpp

@@ -590,7 +590,7 @@ void PbrtExporter::WriteMaterial(int m) {
     for (int i = 1; i <= aiTextureType_UNKNOWN; i++) {
         int count = material->GetTextureCount(aiTextureType(i));
         if (count > 0)
-            mOutput << TextureTypeToString(aiTextureType(i)) << ": " <<  count << " ";
+            mOutput << aiTextureTypeToString(aiTextureType(i)) << ": " <<  count << " ";
     }
     mOutput << "\n";
 

+ 1 - 1
code/PostProcessing/ComputeUVMappingProcess.cpp

@@ -415,7 +415,7 @@ void ComputeUVMappingProcess::Execute( aiScene* pScene)
                     if (!DefaultLogger::isNullLogger())
                     {
                         ai_snprintf(buffer, 1024, "Found non-UV mapped texture (%s,%u). Mapping type: %s",
-                            TextureTypeToString((aiTextureType)prop->mSemantic),prop->mIndex,
+                            aiTextureTypeToString((aiTextureType)prop->mSemantic),prop->mIndex,
                             MappingTypeToString(mapping));
 
                         ASSIMP_LOG_INFO(buffer);

+ 1 - 1
code/PostProcessing/ValidateDataStructure.cpp

@@ -521,7 +521,7 @@ void ValidateDSProcess::Validate(const aiAnimation *pAnimation) {
 // ------------------------------------------------------------------------------------------------
 void ValidateDSProcess::SearchForInvalidTextures(const aiMaterial *pMaterial,
         aiTextureType type) {
-    const char *szType = TextureTypeToString(type);
+    const char *szType = aiTextureTypeToString(type);
 
     // ****************************************************************************
     // Search all keys of the material ...

+ 1 - 1
include/assimp/material.h

@@ -335,7 +335,7 @@ enum aiTextureType {
 
 // -------------------------------------------------------------------------------
 // Get a string for a given aiTextureType
-ASSIMP_API const char *TextureTypeToString(enum aiTextureType in);
+ASSIMP_API const char *aiTextureTypeToString(enum aiTextureType in);
 
 // ---------------------------------------------------------------------------
 /** @brief Defines all shading models supported by the library

+ 1 - 1
tools/assimp_cmd/Info.cpp

@@ -441,7 +441,7 @@ int Assimp_Info(const char *const *params, unsigned int num) {
                     prop->mKey.data,
                     prop->mIndex,
                     prop->mDataLength,
-                    TextureTypeToString(textype));
+                    aiTextureTypeToString(textype));
         }
     }
     if (scene->mNumMaterials) {