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Searched refs:pcMat (Results 1 – 25 of 78) sorted by relevance

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/dports/multimedia/assimp/assimp-5.1.3/test/unit/
H A DutRemoveRedundantMaterials.cpp66 aiMaterial *pcMat = new aiMaterial(); in getUniqueMaterial1() local
67 pcMat->AddProperty(&mTemp, AI_MATKEY_NAME); in getUniqueMaterial1()
71 return pcMat; in getUniqueMaterial1()
80 aiMaterial *pcMat = new aiMaterial(); in getUniqueMaterial2() local
81 pcMat->AddProperty(&mTemp, AI_MATKEY_NAME); in getUniqueMaterial2()
86 return pcMat; in getUniqueMaterial2()
95 aiMaterial *pcMat = new aiMaterial(); in getUniqueMaterial3() local
96 pcMat->AddProperty(&mTemp, AI_MATKEY_NAME); in getUniqueMaterial3()
97 return pcMat; in getUniqueMaterial3()
128 aiMaterial *pcMat; in SetUp() local
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H A DutMaterialSystem.cpp51 virtual void SetUp() { this->pcMat = new aiMaterial(); } in SetUp()
52 virtual void TearDown() { delete this->pcMat; } in TearDown()
55 aiMaterial *pcMat; member in MaterialSystemTest
61 this->pcMat->AddProperty(&pf, 1, "testKey1"); in TEST_F()
64 EXPECT_EQ(AI_SUCCESS, pcMat->Get("testKey1", 0, 0, pf)); in TEST_F()
72 this->pcMat->AddProperty(pf, pMax, "testKey2"); in TEST_F()
83 this->pcMat->AddProperty(&pf, 1, "testKey3"); in TEST_F()
94 this->pcMat->AddProperty(pf, pMax, "testKey4"); in TEST_F()
109 this->pcMat->AddProperty(&clr, 1, "testKey5"); in TEST_F()
121 this->pcMat->AddProperty(&s, "testKey6"); in TEST_F()
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/dports/games/spring/spring_98.0/rts/lib/assimp/code/
H A DLWOMaterial.cpp86 ai_assert(NULL != pcMat); in HandleTextures()
216 pcMat->AddProperty(&s,AI_MATKEY_TEXTURE(type,cur)); in HandleTextures()
272 pcMat->AddProperty(&st,AI_MATKEY_NAME); in ConvertMaterial()
275 pcMat->AddProperty(&i,1,AI_MATKEY_TWOSIDED); in ConvertMaterial()
278 pcMat->AddProperty(&surf.mIOR,1,AI_MATKEY_REFRACTI); in ConvertMaterial()
300 pcMat->AddProperty(&fGloss,1,AI_MATKEY_SHININESS); in ConvertMaterial()
307 pcMat->AddProperty(&clr,1,AI_MATKEY_COLOR_SPECULAR); in ConvertMaterial()
320 pcMat->AddProperty(&add,1,AI_MATKEY_BLEND_FUNC); in ConvertMaterial()
326 pcMat->AddProperty(&f,1,AI_MATKEY_OPACITY); in ConvertMaterial()
327 pcMat->AddProperty(&def,1,AI_MATKEY_BLEND_FUNC); in ConvertMaterial()
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H A DSTLLoader.cpp146 aiMaterial* pcMat = new aiMaterial(); in InternReadFile() local
149 pcMat->AddProperty(&s, AI_MATKEY_NAME); in InternReadFile()
155 pcMat->AddProperty(&clrDiffuse,1,AI_MATKEY_COLOR_DIFFUSE); in InternReadFile()
156 pcMat->AddProperty(&clrDiffuse,1,AI_MATKEY_COLOR_SPECULAR); in InternReadFile()
158 pcMat->AddProperty(&clrDiffuse,1,AI_MATKEY_COLOR_AMBIENT); in InternReadFile()
162 pScene->mMaterials[0] = pcMat; in InternReadFile()
H A DOFFLoader.cpp201 aiMaterial* pcMat = new aiMaterial(); in InternReadFile() local
204 pcMat->AddProperty(&clr,1,AI_MATKEY_COLOR_DIFFUSE); in InternReadFile()
205 pScene->mMaterials[0] = pcMat; in InternReadFile()
208 pcMat->AddProperty(&twosided,1,AI_MATKEY_TWOSIDED); in InternReadFile()
H A DNFFLoader.cpp1204 pcMat->AddProperty(&s, AI_MATKEY_NAME); in InternReadFile()
1208 pcMat->AddProperty(&c,1,AI_MATKEY_COLOR_DIFFUSE); in InternReadFile()
1210 pcMat->AddProperty(&c,1,AI_MATKEY_COLOR_SPECULAR); in InternReadFile()
1213 pcMat->AddProperty(&src.shader.ambient, 1,AI_MATKEY_COLOR_AMBIENT); in InternReadFile()
1215 pcMat->AddProperty(&src.shader.opacity, 1,AI_MATKEY_OPACITY); in InternReadFile()
1221 pcMat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(0)); in InternReadFile()
1226 pcMat->AddProperty(&v, 1,AI_MATKEY_TEXMAP_AXIS_DIFFUSE(0)); in InternReadFile()
1235 pcMat->AddProperty(&s,AI_MATKEY_NAME); in InternReadFile()
1243 pcMat->AddProperty(&i,1,AI_MATKEY_TWOSIDED); in InternReadFile()
1249 pcMat->AddProperty(&src.shader.shininess,1,AI_MATKEY_SHININESS); in InternReadFile()
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/dports/devel/upp/upp/bazaar/plugin/assimp/code/LWO/
H A DLWOMaterial.cpp89 ai_assert(NULL != pcMat); in HandleTextures()
221 pcMat->AddProperty(&s,AI_MATKEY_TEXTURE(type,cur)); in HandleTextures()
278 pcMat->AddProperty(&st,AI_MATKEY_NAME); in ConvertMaterial()
281 pcMat->AddProperty(&i,1,AI_MATKEY_TWOSIDED); in ConvertMaterial()
284 pcMat->AddProperty(&surf.mIOR,1,AI_MATKEY_REFRACTI); in ConvertMaterial()
306 pcMat->AddProperty(&fGloss,1,AI_MATKEY_SHININESS); in ConvertMaterial()
313 pcMat->AddProperty(&clr,1,AI_MATKEY_COLOR_SPECULAR); in ConvertMaterial()
325 pcMat->AddProperty(&add,1,AI_MATKEY_BLEND_FUNC); in ConvertMaterial()
329 pcMat->AddProperty(&f,1,AI_MATKEY_OPACITY); in ConvertMaterial()
330 pcMat->AddProperty(&def,1,AI_MATKEY_BLEND_FUNC); in ConvertMaterial()
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/dports/graphics/urho3d/Urho3D-1.7.1/Source/ThirdParty/Assimp/code/
H A DLWOMaterial.cpp88 ai_assert(NULL != pcMat); in HandleTextures()
220 pcMat->AddProperty(&s,AI_MATKEY_TEXTURE(type,cur)); in HandleTextures()
276 pcMat->AddProperty(&st,AI_MATKEY_NAME); in ConvertMaterial()
279 pcMat->AddProperty(&i,1,AI_MATKEY_TWOSIDED); in ConvertMaterial()
282 pcMat->AddProperty(&surf.mIOR,1,AI_MATKEY_REFRACTI); in ConvertMaterial()
304 pcMat->AddProperty(&fGloss,1,AI_MATKEY_SHININESS); in ConvertMaterial()
311 pcMat->AddProperty(&clr,1,AI_MATKEY_COLOR_SPECULAR); in ConvertMaterial()
324 pcMat->AddProperty(&add,1,AI_MATKEY_BLEND_FUNC); in ConvertMaterial()
330 pcMat->AddProperty(&f,1,AI_MATKEY_OPACITY); in ConvertMaterial()
331 pcMat->AddProperty(&def,1,AI_MATKEY_BLEND_FUNC); in ConvertMaterial()
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H A DOFFLoader.cpp243 aiMaterial* pcMat = new aiMaterial(); in InternReadFile() local
246 pcMat->AddProperty(&clr,1,AI_MATKEY_COLOR_DIFFUSE); in InternReadFile()
247 pScene->mMaterials[0] = pcMat; in InternReadFile()
250 pcMat->AddProperty(&twosided,1,AI_MATKEY_TWOSIDED); in InternReadFile()
H A DSTLLoader.cpp216 aiMaterial* pcMat = new aiMaterial(); in InternReadFile() local
219 pcMat->AddProperty(&s, AI_MATKEY_NAME); in InternReadFile()
225 pcMat->AddProperty(&clrDiffuse,1,AI_MATKEY_COLOR_DIFFUSE); in InternReadFile()
226 pcMat->AddProperty(&clrDiffuse,1,AI_MATKEY_COLOR_SPECULAR); in InternReadFile()
228 pcMat->AddProperty(&clrDiffuse,1,AI_MATKEY_COLOR_AMBIENT); in InternReadFile()
232 pScene->mMaterials[0] = pcMat; in InternReadFile()
H A DNFFLoader.cpp1222 pcMat->AddProperty(&s, AI_MATKEY_NAME); in InternReadFile()
1226 pcMat->AddProperty(&c,1,AI_MATKEY_COLOR_DIFFUSE); in InternReadFile()
1228 pcMat->AddProperty(&c,1,AI_MATKEY_COLOR_SPECULAR); in InternReadFile()
1231 pcMat->AddProperty(&src.shader.ambient, 1,AI_MATKEY_COLOR_AMBIENT); in InternReadFile()
1232 pcMat->AddProperty(&src.shader.emissive,1,AI_MATKEY_COLOR_EMISSIVE); in InternReadFile()
1233 pcMat->AddProperty(&src.shader.opacity, 1,AI_MATKEY_OPACITY); in InternReadFile()
1239 pcMat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(0)); in InternReadFile()
1244 pcMat->AddProperty(&v, 1,AI_MATKEY_TEXMAP_AXIS_DIFFUSE(0)); in InternReadFile()
1253 pcMat->AddProperty(&s,AI_MATKEY_NAME); in InternReadFile()
1261 pcMat->AddProperty(&i,1,AI_MATKEY_TWOSIDED); in InternReadFile()
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/dports/multimedia/assimp/assimp-5.1.3/code/AssetLib/LWO/
H A DLWOMaterial.cpp82 ai_assert(nullptr != pcMat); in HandleTextures()
207 pcMat->AddProperty(&s, AI_MATKEY_TEXTURE(type, cur)); in HandleTextures()
261 pcMat->AddProperty(&st, AI_MATKEY_NAME); in ConvertMaterial()
264 pcMat->AddProperty(&i, 1, AI_MATKEY_TWOSIDED); in ConvertMaterial()
267 pcMat->AddProperty(&surf.mIOR, 1, AI_MATKEY_REFRACTI); in ConvertMaterial()
287 pcMat->AddProperty(&fGloss, 1, AI_MATKEY_SHININESS); in ConvertMaterial()
294 pcMat->AddProperty(&clr, 1, AI_MATKEY_COLOR_SPECULAR); in ConvertMaterial()
306 pcMat->AddProperty(&add, 1, AI_MATKEY_BLEND_FUNC); in ConvertMaterial()
310 pcMat->AddProperty(&f, 1, AI_MATKEY_OPACITY); in ConvertMaterial()
311 pcMat->AddProperty(&def, 1, AI_MATKEY_BLEND_FUNC); in ConvertMaterial()
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/dports/games/doomsday/doomsday-2.3.1/doomsday/external/assimp/code/
H A DLWOMaterial.cpp87 ai_assert(NULL != pcMat); in HandleTextures()
219 pcMat->AddProperty(&s,AI_MATKEY_TEXTURE(type,cur)); in HandleTextures()
275 pcMat->AddProperty(&st,AI_MATKEY_NAME); in ConvertMaterial()
278 pcMat->AddProperty(&i,1,AI_MATKEY_TWOSIDED); in ConvertMaterial()
281 pcMat->AddProperty(&surf.mIOR,1,AI_MATKEY_REFRACTI); in ConvertMaterial()
303 pcMat->AddProperty(&fGloss,1,AI_MATKEY_SHININESS); in ConvertMaterial()
310 pcMat->AddProperty(&clr,1,AI_MATKEY_COLOR_SPECULAR); in ConvertMaterial()
323 pcMat->AddProperty(&add,1,AI_MATKEY_BLEND_FUNC); in ConvertMaterial()
329 pcMat->AddProperty(&f,1,AI_MATKEY_OPACITY); in ConvertMaterial()
330 pcMat->AddProperty(&def,1,AI_MATKEY_BLEND_FUNC); in ConvertMaterial()
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H A DOFFLoader.cpp243 aiMaterial* pcMat = new aiMaterial(); in InternReadFile() local
246 pcMat->AddProperty(&clr,1,AI_MATKEY_COLOR_DIFFUSE); in InternReadFile()
247 pScene->mMaterials[0] = pcMat; in InternReadFile()
250 pcMat->AddProperty(&twosided,1,AI_MATKEY_TWOSIDED); in InternReadFile()
H A DSTLLoader.cpp215 aiMaterial* pcMat = new aiMaterial(); in InternReadFile() local
218 pcMat->AddProperty(&s, AI_MATKEY_NAME); in InternReadFile()
224 pcMat->AddProperty(&clrDiffuse,1,AI_MATKEY_COLOR_DIFFUSE); in InternReadFile()
225 pcMat->AddProperty(&clrDiffuse,1,AI_MATKEY_COLOR_SPECULAR); in InternReadFile()
227 pcMat->AddProperty(&clrDiffuse,1,AI_MATKEY_COLOR_AMBIENT); in InternReadFile()
231 pScene->mMaterials[0] = pcMat; in InternReadFile()
H A DNFFLoader.cpp1219 pcMat->AddProperty(&s, AI_MATKEY_NAME); in InternReadFile()
1223 pcMat->AddProperty(&c,1,AI_MATKEY_COLOR_DIFFUSE); in InternReadFile()
1225 pcMat->AddProperty(&c,1,AI_MATKEY_COLOR_SPECULAR); in InternReadFile()
1228 pcMat->AddProperty(&src.shader.ambient, 1,AI_MATKEY_COLOR_AMBIENT); in InternReadFile()
1229 pcMat->AddProperty(&src.shader.emissive,1,AI_MATKEY_COLOR_EMISSIVE); in InternReadFile()
1230 pcMat->AddProperty(&src.shader.opacity, 1,AI_MATKEY_OPACITY); in InternReadFile()
1236 pcMat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(0)); in InternReadFile()
1241 pcMat->AddProperty(&v, 1,AI_MATKEY_TEXMAP_AXIS_DIFFUSE(0)); in InternReadFile()
1250 pcMat->AddProperty(&s,AI_MATKEY_NAME); in InternReadFile()
1258 pcMat->AddProperty(&i,1,AI_MATKEY_TWOSIDED); in InternReadFile()
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/dports/graphics/qt5-3d/kde-qt3d-5.15.2p39/src/3rdparty/assimp/code/
H A DLWOMaterial.cpp88 ai_assert(NULL != pcMat); in HandleTextures()
220 pcMat->AddProperty(&s,AI_MATKEY_TEXTURE(type,cur)); in HandleTextures()
276 pcMat->AddProperty(&st,AI_MATKEY_NAME); in ConvertMaterial()
279 pcMat->AddProperty(&i,1,AI_MATKEY_TWOSIDED); in ConvertMaterial()
282 pcMat->AddProperty(&surf.mIOR,1,AI_MATKEY_REFRACTI); in ConvertMaterial()
304 pcMat->AddProperty(&fGloss,1,AI_MATKEY_SHININESS); in ConvertMaterial()
311 pcMat->AddProperty(&clr,1,AI_MATKEY_COLOR_SPECULAR); in ConvertMaterial()
324 pcMat->AddProperty(&add,1,AI_MATKEY_BLEND_FUNC); in ConvertMaterial()
330 pcMat->AddProperty(&f,1,AI_MATKEY_OPACITY); in ConvertMaterial()
331 pcMat->AddProperty(&def,1,AI_MATKEY_BLEND_FUNC); in ConvertMaterial()
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H A DOFFLoader.cpp244 aiMaterial* pcMat = new aiMaterial(); in InternReadFile() local
247 pcMat->AddProperty(&clr,1,AI_MATKEY_COLOR_DIFFUSE); in InternReadFile()
248 pScene->mMaterials[0] = pcMat; in InternReadFile()
251 pcMat->AddProperty(&twosided,1,AI_MATKEY_TWOSIDED); in InternReadFile()
H A DNFFLoader.cpp1224 pcMat->AddProperty(&s, AI_MATKEY_NAME); in InternReadFile()
1228 pcMat->AddProperty(&c,1,AI_MATKEY_COLOR_DIFFUSE); in InternReadFile()
1230 pcMat->AddProperty(&c,1,AI_MATKEY_COLOR_SPECULAR); in InternReadFile()
1233 pcMat->AddProperty(&src.shader.ambient, 1,AI_MATKEY_COLOR_AMBIENT); in InternReadFile()
1234 pcMat->AddProperty(&src.shader.emissive,1,AI_MATKEY_COLOR_EMISSIVE); in InternReadFile()
1235 pcMat->AddProperty(&src.shader.opacity, 1,AI_MATKEY_OPACITY); in InternReadFile()
1241 pcMat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(0)); in InternReadFile()
1246 pcMat->AddProperty(&v, 1,AI_MATKEY_TEXMAP_AXIS_DIFFUSE(0)); in InternReadFile()
1255 pcMat->AddProperty(&s,AI_MATKEY_NAME); in InternReadFile()
1263 pcMat->AddProperty(&i,1,AI_MATKEY_TWOSIDED); in InternReadFile()
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/dports/multimedia/assimp/assimp-5.1.3/tools/assimp_view/
H A DMaterial.cpp834 const aiMaterial* pcMat = g_pcAsset->pcScene->mMaterials[pcSource->mMaterialIndex]; in CreateMaterial() local
839 if(AI_SUCCESS != aiGetMaterialColor(pcMat,AI_MATKEY_COLOR_DIFFUSE, in CreateMaterial()
850 if(AI_SUCCESS != aiGetMaterialColor(pcMat,AI_MATKEY_COLOR_SPECULAR, in CreateMaterial()
861 if(AI_SUCCESS != aiGetMaterialColor(pcMat,AI_MATKEY_COLOR_AMBIENT, in CreateMaterial()
872 if(AI_SUCCESS != aiGetMaterialColor(pcMat,AI_MATKEY_COLOR_EMISSIVE, in CreateMaterial()
884 if(AI_SUCCESS != aiGetMaterialFloat(pcMat,AI_MATKEY_OPACITY,&pcMesh->fOpacity)) in CreateMaterial()
957 aiGetMaterialInteger(pcMat,AI_MATKEY_TEXFLAGS_DIFFUSE(0),&flags); in CreateMaterial()
967 if (AI_SUCCESS != aiGetMaterialInteger(pcMat,"no_a_from_d",0,0,&iVal)) in CreateMaterial()
1050 aiGetMaterialInteger(pcMat,AI_MATKEY_TWOSIDED,&two_sided); in CreateMaterial()
1174 aiGetMaterialFloat(pcMat,AI_MATKEY_TEXBLEND_LIGHTMAP(0),&f); in CreateMaterial()
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/dports/games/doomsday/doomsday-2.3.1/doomsday/external/assimp/tools/assimp_view/
H A DMaterial.cpp835 const aiMaterial* pcMat = g_pcAsset->pcScene->mMaterials[pcSource->mMaterialIndex]; in CreateMaterial() local
840 if(AI_SUCCESS != aiGetMaterialColor(pcMat,AI_MATKEY_COLOR_DIFFUSE, in CreateMaterial()
851 if(AI_SUCCESS != aiGetMaterialColor(pcMat,AI_MATKEY_COLOR_SPECULAR, in CreateMaterial()
862 if(AI_SUCCESS != aiGetMaterialColor(pcMat,AI_MATKEY_COLOR_AMBIENT, in CreateMaterial()
873 if(AI_SUCCESS != aiGetMaterialColor(pcMat,AI_MATKEY_COLOR_EMISSIVE, in CreateMaterial()
885 if(AI_SUCCESS != aiGetMaterialFloat(pcMat,AI_MATKEY_OPACITY,&pcMesh->fOpacity)) in CreateMaterial()
958 aiGetMaterialInteger(pcMat,AI_MATKEY_TEXFLAGS_DIFFUSE(0),&flags); in CreateMaterial()
968 if (AI_SUCCESS != aiGetMaterialInteger(pcMat,"no_a_from_d",0,0,&iVal)) in CreateMaterial()
1051 aiGetMaterialInteger(pcMat,AI_MATKEY_TWOSIDED,&two_sided); in CreateMaterial()
1175 aiGetMaterialFloat(pcMat,AI_MATKEY_TEXBLEND_LIGHTMAP(0),&f); in CreateMaterial()
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/dports/devel/upp/upp/bazaar/plugin/assimp/code/NFF/
H A DNFFLoader.cpp1226 pcMat->AddProperty(&s, AI_MATKEY_NAME); in InternReadFile()
1230 pcMat->AddProperty(&c,1,AI_MATKEY_COLOR_DIFFUSE); in InternReadFile()
1232 pcMat->AddProperty(&c,1,AI_MATKEY_COLOR_SPECULAR); in InternReadFile()
1235 pcMat->AddProperty(&src.shader.ambient, 1,AI_MATKEY_COLOR_AMBIENT); in InternReadFile()
1236 pcMat->AddProperty(&src.shader.emissive,1,AI_MATKEY_COLOR_EMISSIVE); in InternReadFile()
1237 pcMat->AddProperty(&src.shader.opacity, 1,AI_MATKEY_OPACITY); in InternReadFile()
1243 pcMat->AddProperty(&s,AI_MATKEY_TEXTURE_DIFFUSE(0)); in InternReadFile()
1248 pcMat->AddProperty(&v, 1,AI_MATKEY_TEXMAP_AXIS_DIFFUSE(0)); in InternReadFile()
1257 pcMat->AddProperty(&s,AI_MATKEY_NAME); in InternReadFile()
1265 pcMat->AddProperty(&i,1,AI_MATKEY_TWOSIDED); in InternReadFile()
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/dports/multimedia/assimp/assimp-5.1.3/code/AssetLib/NFF/
H A DNFFLoader.cpp1122 pcMat->AddProperty(&matName, AI_MATKEY_NAME); in InternReadFile()
1126 pcMat->AddProperty(&c, 1, AI_MATKEY_COLOR_DIFFUSE); in InternReadFile()
1128 pcMat->AddProperty(&c, 1, AI_MATKEY_COLOR_SPECULAR); in InternReadFile()
1131 pcMat->AddProperty(&src.shader.ambient, 1, AI_MATKEY_COLOR_AMBIENT); in InternReadFile()
1132 pcMat->AddProperty(&src.shader.emissive, 1, AI_MATKEY_COLOR_EMISSIVE); in InternReadFile()
1133 pcMat->AddProperty(&src.shader.opacity, 1, AI_MATKEY_OPACITY); in InternReadFile()
1138 pcMat->AddProperty(&matName, AI_MATKEY_TEXTURE_DIFFUSE(0)); in InternReadFile()
1143 pcMat->AddProperty(&v, 1, AI_MATKEY_TEXMAP_AXIS_DIFFUSE(0)); in InternReadFile()
1151 pcMat->AddProperty(&matName, AI_MATKEY_NAME); in InternReadFile()
1158 pcMat->AddProperty(&i, 1, AI_MATKEY_TWOSIDED); in InternReadFile()
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/dports/devel/upp/upp/bazaar/plugin/assimp/code/MDC/
H A DMDCLoader.cpp467 aiMaterial* pcMat = new aiMaterial(); in InternReadFile() local
468 pScene->mMaterials[i] = pcMat; in InternReadFile()
473 pcMat->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL); in InternReadFile()
478 pcMat->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT); in InternReadFile()
483 pcMat->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE); in InternReadFile()
484 pcMat->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR); in InternReadFile()
490 pcMat->AddProperty(&path,AI_MATKEY_TEXTURE_DIFFUSE(0)); in InternReadFile()
/dports/multimedia/assimp/assimp-5.1.3/code/AssetLib/MDC/
H A DMDCLoader.cpp434 aiMaterial *pcMat = new aiMaterial(); in InternReadFile() local
435 pScene->mMaterials[i] = pcMat; in InternReadFile()
440 pcMat->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL); in InternReadFile()
445 pcMat->AddProperty<aiColor3D>(&clr, 1, AI_MATKEY_COLOR_AMBIENT); in InternReadFile()
452 pcMat->AddProperty<aiColor3D>(&clr, 1, AI_MATKEY_COLOR_DIFFUSE); in InternReadFile()
453 pcMat->AddProperty<aiColor3D>(&clr, 1, AI_MATKEY_COLOR_SPECULAR); in InternReadFile()
458 pcMat->AddProperty(&path, AI_MATKEY_TEXTURE_DIFFUSE(0)); in InternReadFile()

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