/dports/graphics/qt5-3d/kde-qt3d-5.15.2p39/src/3rdparty/assimp/code/ |
H A D | ColladaParser.cpp | 2531 if( pMesh->mNormals.size() < pMesh->mPositions.size()-1) in ExtractDataObjectFromChannel() 2532 …pMesh->mNormals.insert( pMesh->mNormals.end(), pMesh->mPositions.size() - pMesh->mNormals.size() -… in ExtractDataObjectFromChannel() 2536 pMesh->mNormals.push_back( aiVector3D( obj[0], obj[1], obj[2])); in ExtractDataObjectFromChannel()
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H A D | XFileParser.cpp | 578 pMesh->mNormals.resize( numNormals); in ParseDataObjectMeshNormals() 582 pMesh->mNormals[a] = ReadVector3(); in ParseDataObjectMeshNormals()
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H A D | LWOFileData.h | 668 NormalChannel mNormals; member
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H A D | TriangulateProcess.cpp | 166 if (!pMesh->mNormals && get_normals) { in TriangulateMesh()
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H A D | BlenderLoader.cpp | 860 out->mNormals = new aiVector3D[per_mat_verts[it.first]]; in ConvertMesh() 906 aiVector3D* vn = out->mNormals + out->mNumVertices; in ConvertMesh() 992 aiVector3D* vn = out->mNormals + out->mNumVertices; in ConvertMesh()
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/dports/games/spring/spring_98.0/rts/lib/assimp/code/ |
H A D | XFileParser.cpp | 566 pMesh->mNormals.resize( numNormals); in ParseDataObjectMeshNormals() 570 pMesh->mNormals[a] = ReadVector3(); in ParseDataObjectMeshNormals()
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H A D | LWOFileData.h | 665 NormalChannel mNormals; member
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/dports/devel/upp/upp/bazaar/plugin/assimp/code/X/ |
H A D | XFileParser.cpp | 583 pMesh->mNormals.resize( numNormals); in ParseDataObjectMeshNormals() 587 pMesh->mNormals[a] = ReadVector3(); in ParseDataObjectMeshNormals()
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/dports/graphics/urho3d/Urho3D-1.7.1/Source/ThirdParty/Assimp/code/ |
H A D | OpenGEXImporter.cpp | 702 m_currentMesh->mNormals = new aiVector3D[ m_currentMesh->mNumVertices ]; in handleIndexArrayNode() 722 m_currentMesh->mNormals[ index ].Set( normal.x, normal.y, normal.z ); in handleIndexArrayNode()
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H A D | XFileParser.cpp | 580 pMesh->mNormals.resize( numNormals); in ParseDataObjectMeshNormals() 584 pMesh->mNormals[a] = ReadVector3(); in ParseDataObjectMeshNormals()
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H A D | TriangulateProcess.cpp | 164 if (!pMesh->mNormals && get_normals) { in TriangulateMesh()
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H A D | LWOFileData.h | 667 NormalChannel mNormals; member
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/dports/multimedia/assimp/assimp-5.1.3/code/Pbrt/ |
H A D | PbrtExporter.cpp | 854 if (mesh->mNormals) { in WriteMesh() 857 auto normal = mesh->mNormals[i]; in WriteMesh()
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/dports/multimedia/assimp/assimp-5.1.3/code/AssetLib/X/ |
H A D | XFileParser.cpp | 551 pMesh->mNormals.resize(numNormals); in ParseDataObjectMeshNormals() 555 pMesh->mNormals[a] = ReadVector3(); in ParseDataObjectMeshNormals()
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/dports/games/doomsday/doomsday-2.3.1/doomsday/external/assimp/code/ |
H A D | XFileParser.cpp | 580 pMesh->mNormals.resize( numNormals); in ParseDataObjectMeshNormals() 584 pMesh->mNormals[a] = ReadVector3(); in ParseDataObjectMeshNormals()
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H A D | TriangulateProcess.cpp | 164 if (!pMesh->mNormals && get_normals) { in TriangulateMesh()
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H A D | LWOFileData.h | 667 NormalChannel mNormals; member
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H A D | BlenderLoader.cpp | 849 out->mNormals = new aiVector3D[per_mat_verts[it.first]]; in ConvertMesh() 895 aiVector3D* vn = out->mNormals + out->mNumVertices; in ConvertMesh() 981 aiVector3D* vn = out->mNormals + out->mNumVertices; in ConvertMesh()
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/dports/multimedia/assimp/assimp-5.1.3/code/AssetLib/LWO/ |
H A D | LWOFileData.h | 606 NormalChannel mNormals; member
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/dports/devel/upp/upp/bazaar/plugin/assimp/code/PostProcessing/ |
H A D | TriangulateProcess.cpp | 168 if (!pMesh->mNormals && get_normals) { in TriangulateMesh()
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/dports/devel/upp/upp/bazaar/plugin/assimp/code/LWO/ |
H A D | LWOFileData.h | 669 NormalChannel mNormals; member
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/dports/multimedia/assimp/assimp-5.1.3/code/AssetLib/Collada/ |
H A D | ColladaHelper.h | 363 std::vector<aiVector3D> mNormals; member
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/dports/devel/godot/godot-3.2.3-stable/thirdparty/assimp/code/PostProcessing/ |
H A D | TriangulateProcess.cpp | 168 if (!pMesh->mNormals && get_normals) { in TriangulateMesh()
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/dports/devel/godot-tools/godot-3.2.3-stable/thirdparty/assimp/code/PostProcessing/ |
H A D | TriangulateProcess.cpp | 168 if (!pMesh->mNormals && get_normals) { in TriangulateMesh()
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/dports/devel/upp/upp/bazaar/plugin/assimp/code/glTF2/ |
H A D | glTF2Exporter.cpp | 754 if ( nullptr != aim->mNormals) { in ExportMeshes() 756 aim->mNormals[ i ].Normalize(); in ExportMeshes() 760 …Ref<Accessor> n = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mNormals, AttribType::VEC… in ExportMeshes()
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