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authorMaxime Curioni <maxime.curioni@gmail.com>2008-08-07 19:04:25 +0400
committerMaxime Curioni <maxime.curioni@gmail.com>2008-08-07 19:04:25 +0400
commit9a1217e55980f9b0a501fbe03ab2ea559638392d (patch)
tree28b4c5bcf547d2d9f63d7d687ff6f43064cc0dc5 /source/blender/freestyle/intern/winged_edge/WingedEdgeBuilder.cpp
parent1baf09110b2c3bd4a6eea128b61ca9a0017f81dd (diff)
soc-2008-mxcurioni: first version of lib3ds code. It does NOT work yet and has to be debugged. It can be activate in app_blender/api.cpp by replacing the FRS_scene_3ds_export call in FRS_prepare, by FRS_load_mesh.
All of the reference to the original Material class were renamed to FrsMaterial to resolve a name collision with Blender. To keep the window context necessary to draw the strokes after RE_Database_FromScene has been called, the display_clear function is used.
Diffstat (limited to 'source/blender/freestyle/intern/winged_edge/WingedEdgeBuilder.cpp')
-rwxr-xr-xsource/blender/freestyle/intern/winged_edge/WingedEdgeBuilder.cpp30
1 files changed, 15 insertions, 15 deletions
diff --git a/source/blender/freestyle/intern/winged_edge/WingedEdgeBuilder.cpp b/source/blender/freestyle/intern/winged_edge/WingedEdgeBuilder.cpp
index cccf876db8b..9f3da4707e3 100755
--- a/source/blender/freestyle/intern/winged_edge/WingedEdgeBuilder.cpp
+++ b/source/blender/freestyle/intern/winged_edge/WingedEdgeBuilder.cpp
@@ -34,7 +34,7 @@ void WingedEdgeBuilder::visitIndexedFaceSet(IndexedFaceSet& ifs) {
void WingedEdgeBuilder::visitNodeShape(NodeShape& ns) {
//Sets the current material to iShapeode->material:
- _current_material = &(ns.material());
+ _current_frs_material = &(ns.frs_material());
}
void WingedEdgeBuilder::visitNodeTransform(NodeTransform& tn) {
@@ -88,19 +88,19 @@ void WingedEdgeBuilder::buildWShape(WShape& shape, IndexedFaceSet& ifs) {
const IndexedFaceSet::TRIANGLES_STYLE* faceStyle = ifs.trianglesStyle();
- vector<Material> materials;
+ vector<FrsMaterial> frs_materials;
if(ifs.msize()){
- const Material*const* mats = ifs.materials();
+ const FrsMaterial*const* mats = ifs.frs_materials();
for(unsigned i=0; i<ifs.msize(); ++i)
- materials.push_back(*(mats[i]));
- shape.setMaterials(materials);
+ frs_materials.push_back(*(mats[i]));
+ shape.setFrsMaterials(frs_materials);
}
- // const Material * mat = (ifs.material());
+ // const FrsMaterial * mat = (ifs.frs_material());
// if (mat)
- // shape.setMaterial(*mat);
- // else if(_current_material)
- // shape.setMaterial(*_current_material);
+ // shape.setFrsMaterial(*mat);
+ // else if(_current_frs_material)
+ // shape.setFrsMaterial(*_current_frs_material);
// sets the current WShape to shape
_current_wshape = &shape;
@@ -126,7 +126,7 @@ void WingedEdgeBuilder::buildWShape(WShape& shape, IndexedFaceSet& ifs) {
case IndexedFaceSet::TRIANGLE_STRIP:
buildTriangleStrip(new_vertices,
new_normals,
- materials,
+ frs_materials,
texCoords,
vindices,
nindices,
@@ -137,7 +137,7 @@ void WingedEdgeBuilder::buildWShape(WShape& shape, IndexedFaceSet& ifs) {
case IndexedFaceSet::TRIANGLE_FAN:
buildTriangleFan(new_vertices,
new_normals,
- materials,
+ frs_materials,
texCoords,
vindices,
nindices,
@@ -148,7 +148,7 @@ void WingedEdgeBuilder::buildWShape(WShape& shape, IndexedFaceSet& ifs) {
case IndexedFaceSet::TRIANGLES:
buildTriangles(new_vertices,
new_normals,
- materials,
+ frs_materials,
texCoords,
vindices,
nindices,
@@ -215,7 +215,7 @@ void WingedEdgeBuilder::buildWVertices(WShape& shape,
void WingedEdgeBuilder::buildTriangleStrip( const real *vertices,
const real *normals,
- vector<Material>& iMaterials,
+ vector<FrsMaterial>& iMaterials,
const real *texCoords,
const unsigned *vindices,
const unsigned *nindices,
@@ -279,7 +279,7 @@ void WingedEdgeBuilder::buildTriangleStrip( const real *vertices,
void WingedEdgeBuilder::buildTriangleFan( const real *vertices,
const real *normals,
- vector<Material>& iMaterials,
+ vector<FrsMaterial>& iMaterials,
const real *texCoords,
const unsigned *vindices,
const unsigned *nindices,
@@ -291,7 +291,7 @@ void WingedEdgeBuilder::buildTriangleFan( const real *vertices,
void WingedEdgeBuilder::buildTriangles(const real *vertices,
const real *normals,
- vector<Material>& iMaterials,
+ vector<FrsMaterial>& iMaterials,
const real *texCoords,
const unsigned *vindices,
const unsigned *nindices,