Rename TextureTypeToString() to aiTextureTypeToString()
@@ -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",
@@ -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";
@@ -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";
@@ -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);
@@ -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 ...
@@ -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
@@ -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) {