/dports/multimedia/assimp/assimp-5.1.3/test/unit/ |
H A D | utRemoveRedundantMaterials.cpp | 66 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 [all …]
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H A D | utMaterialSystem.cpp | 51 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() [all …]
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/dports/games/spring/spring_98.0/rts/lib/assimp/code/ |
H A D | LWOMaterial.cpp | 86 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() [all …]
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H A D | STLLoader.cpp | 146 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()
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H A D | OFFLoader.cpp | 201 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()
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H A D | NFFLoader.cpp | 1204 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() [all …]
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/dports/devel/upp/upp/bazaar/plugin/assimp/code/LWO/ |
H A D | LWOMaterial.cpp | 89 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() [all …]
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/dports/graphics/urho3d/Urho3D-1.7.1/Source/ThirdParty/Assimp/code/ |
H A D | LWOMaterial.cpp | 88 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() [all …]
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H A D | OFFLoader.cpp | 243 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()
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H A D | STLLoader.cpp | 216 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()
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H A D | NFFLoader.cpp | 1222 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() [all …]
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/dports/multimedia/assimp/assimp-5.1.3/code/AssetLib/LWO/ |
H A D | LWOMaterial.cpp | 82 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() [all …]
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/dports/games/doomsday/doomsday-2.3.1/doomsday/external/assimp/code/ |
H A D | LWOMaterial.cpp | 87 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() [all …]
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H A D | OFFLoader.cpp | 243 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()
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H A D | STLLoader.cpp | 215 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()
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H A D | NFFLoader.cpp | 1219 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() [all …]
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/dports/graphics/qt5-3d/kde-qt3d-5.15.2p39/src/3rdparty/assimp/code/ |
H A D | LWOMaterial.cpp | 88 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() [all …]
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H A D | OFFLoader.cpp | 244 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()
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H A D | NFFLoader.cpp | 1224 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() [all …]
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/dports/multimedia/assimp/assimp-5.1.3/tools/assimp_view/ |
H A D | Material.cpp | 834 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() [all …]
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/dports/games/doomsday/doomsday-2.3.1/doomsday/external/assimp/tools/assimp_view/ |
H A D | Material.cpp | 835 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() [all …]
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/dports/devel/upp/upp/bazaar/plugin/assimp/code/NFF/ |
H A D | NFFLoader.cpp | 1226 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() [all …]
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/dports/multimedia/assimp/assimp-5.1.3/code/AssetLib/NFF/ |
H A D | NFFLoader.cpp | 1122 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() [all …]
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/dports/devel/upp/upp/bazaar/plugin/assimp/code/MDC/ |
H A D | MDCLoader.cpp | 467 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()
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/dports/multimedia/assimp/assimp-5.1.3/code/AssetLib/MDC/ |
H A D | MDCLoader.cpp | 434 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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