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/dports/devel/godot/godot-3.2.3-stable/modules/assimp/
H A Deditor_scene_importer_assimp.cpp945 if (ai_mesh->mNormals != NULL) { in _generate_mesh_from_surface_indices()
946 const aiVector3D normals = ai_mesh->mNormals[j]; in _generate_mesh_from_surface_indices()
1266 const aiVector3D ai_normal = ai_mesh->mAnimMeshes[j]->mNormals[l]; in _generate_mesh_from_surface_indices()
/dports/devel/godot-tools/godot-3.2.3-stable/modules/assimp/
H A Deditor_scene_importer_assimp.cpp945 if (ai_mesh->mNormals != NULL) { in _generate_mesh_from_surface_indices()
946 const aiVector3D normals = ai_mesh->mNormals[j]; in _generate_mesh_from_surface_indices()
1266 const aiVector3D ai_normal = ai_mesh->mAnimMeshes[j]->mNormals[l]; in _generate_mesh_from_surface_indices()
/dports/games/spring/spring_98.0/rts/lib/assimp/code/
H A DB3DImporter.cpp584 if( _vflags & 1 ) mn=mesh->mNormals=new aiVector3D[ n_verts ]; in ReadBB3D()
H A DSubdivision.cpp442 mout->mNormals = new aiVector3D[mout->mNumVertices]; in InternSubdivide()
H A DColladaExporter.cpp382 …WriteFloatArray( idstr + "-normals", FloatType_Vector, (float*) mesh->mNormals, mesh->mNumVertices… in WriteGeometry()
H A DQ3DLoader.cpp487 aiVector3D* norms = mesh->mNormals = new aiVector3D[mesh->mNumVertices]; in InternReadFile()
/dports/devel/upp/upp/bazaar/plugin/assimp/code/Common/
H A DSubdivision.cpp444 mout->mNormals = new aiVector3D[mout->mNumVertices]; in InternSubdivide()
/dports/graphics/urho3d/Urho3D-1.7.1/Source/ThirdParty/Assimp/code/
H A DB3DImporter.cpp607 if( _vflags & 1 ) mn=mesh->mNormals=new aiVector3D[ n_verts ]; in ReadBB3D()
H A DSubdivision.cpp447 mout->mNormals = new aiVector3D[mout->mNumVertices]; in InternSubdivide()
H A DC4DImporter.cpp445 normals = mesh->mNormals = new aiVector3D[mesh->mNumVertices](); in ReadMesh()
H A DQ3DLoader.cpp501 aiVector3D* norms = mesh->mNormals = new aiVector3D[mesh->mNumVertices]; in InternReadFile()
/dports/multimedia/assimp/assimp-5.1.3/code/Common/
H A DSubdivision.cpp439 mout->mNormals = new aiVector3D[mout->mNumVertices]; in InternSubdivide()
/dports/games/doomsday/doomsday-2.3.1/doomsday/external/assimp/code/
H A DSubdivision.cpp447 mout->mNormals = new aiVector3D[mout->mNumVertices]; in InternSubdivide()
H A DB3DImporter.cpp608 if( _vflags & 1 ) mn=mesh->mNormals=new aiVector3D[ n_verts ]; in ReadBB3D()
H A DC4DImporter.cpp449 normals = mesh->mNormals = new aiVector3D[mesh->mNumVertices](); in ReadMesh()
/dports/devel/godot/godot-3.2.3-stable/thirdparty/assimp/code/Common/
H A DSubdivision.cpp444 mout->mNormals = new aiVector3D[mout->mNumVertices]; in InternSubdivide()
/dports/devel/godot-tools/godot-3.2.3-stable/thirdparty/assimp/code/Common/
H A DSubdivision.cpp444 mout->mNormals = new aiVector3D[mout->mNumVertices]; in InternSubdivide()
/dports/graphics/qt5-3d/kde-qt3d-5.15.2p39/src/3rdparty/assimp/code/
H A DSubdivision.cpp445 mout->mNormals = new aiVector3D[mout->mNumVertices]; in InternSubdivide()
/dports/graphics/qt5-3d/kde-qt3d-5.15.2p39/src/3rdparty/patches/
H A D0006-Morph-animation-loading-support-for-Collada.patch1187 + animesh->mNormals = NULL;
1195 + if (mesh->mNormals) {
1196 + animesh->mNormals = new aiVector3D[animesh->mNumVertices];
1197 + std::memcpy(animesh->mNormals, mesh->mNormals, mesh->mNumVertices * sizeof(aiVector3D));
/dports/devel/upp/upp/bazaar/SurfaceCtrl/
H A DObject3D.cpp257 const aiVector3D* pNormal = (&(paiMesh->mNormals[i]))? &(paiMesh->mNormals[i]) : &Zero3D; in InitMesh()
/dports/devel/upp/upp/bazaar/plugin/assimp/code/OpenGEX/
H A DOpenGEXImporter.cpp915 m_currentMesh->mNormals = new aiVector3D[ m_currentMesh->mNumVertices ]; in handleIndexArrayNode()
942 m_currentMesh->mNormals[ index ].Set( normal.x, normal.y, normal.z ); in handleIndexArrayNode()
/dports/multimedia/assimp/assimp-5.1.3/code/AssetLib/MDL/HalfLife/
H A DHL1MDLLoader.cpp860 scene_mesh->mNormals = new aiVector3D[scene_mesh->mNumVertices]; in read_meshes()
869 scene_mesh->mNormals[v] = bind_pose_normals[pTrivert->normindex]; in read_meshes()
/dports/multimedia/assimp/assimp-5.1.3/code/AssetLib/OpenGEX/
H A DOpenGEXImporter.cpp920 m_currentMesh->mNormals = new aiVector3D[m_currentMesh->mNumVertices]; in handleIndexArrayNode()
947 m_currentMesh->mNormals[index].Set(normal.x, normal.y, normal.z); in handleIndexArrayNode()
/dports/devel/upp/upp/bazaar/plugin/assimp/code/B3D/
H A DB3DImporter.cpp649 mn=mesh->mNormals=new aiVector3D[ n_verts ]; in ReadBB3D()
/dports/devel/upp/upp/bazaar/plugin/assimp/code/Q3D/
H A DQ3DLoader.cpp506 aiVector3D* norms = mesh->mNormals = new aiVector3D[mesh->mNumVertices]; in InternReadFile()

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