#Oops
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@@ -108,21 +108,21 @@ bool Load(Mesh* mesh, Stream& stream, const MeshParams& parameters)
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if (parameters.optimizeIndexBuffers)
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postProcess |= aiProcess_ImproveCacheLocality;
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float smoothingAngle = 80.f;
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parameters.custom.GetFloatParameter("AssimpLoader_SmoothingAngle", &smoothingAngle);
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double smoothingAngle = 80.f;
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parameters.custom.GetDoubleParameter("AssimpLoader_SmoothingAngle", &smoothingAngle);
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int triangleLimit = 1'000'000;
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long long triangleLimit = 1'000'000;
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parameters.custom.GetIntegerParameter("AssimpLoader_TriangleLimit", &triangleLimit);
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int vertexLimit = 1'000'000;
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long long vertexLimit = 1'000'000;
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parameters.custom.GetIntegerParameter("AssimpLoader_VertexLimit", &vertexLimit);
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aiPropertyStore* properties = aiCreatePropertyStore();
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aiSetImportPropertyFloat(properties, AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE, smoothingAngle);
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aiSetImportPropertyFloat(properties, AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE, float(smoothingAngle));
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aiSetImportPropertyInteger(properties, AI_CONFIG_PP_LBW_MAX_WEIGHTS, 4);
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aiSetImportPropertyInteger(properties, AI_CONFIG_PP_SBP_REMOVE, ~aiPrimitiveType_TRIANGLE); //< We only want triangles
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aiSetImportPropertyInteger(properties, AI_CONFIG_PP_SLM_TRIANGLE_LIMIT, triangleLimit);
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aiSetImportPropertyInteger(properties, AI_CONFIG_PP_SLM_VERTEX_LIMIT, vertexLimit);
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aiSetImportPropertyInteger(properties, AI_CONFIG_PP_SLM_TRIANGLE_LIMIT, int(triangleLimit));
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aiSetImportPropertyInteger(properties, AI_CONFIG_PP_SLM_VERTEX_LIMIT, int(vertexLimit));
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aiSetImportPropertyInteger(properties, AI_CONFIG_PP_RVC_FLAGS, aiComponent_COLORS);
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const aiScene* scene = aiImportFileExWithProperties(userdata.originalFilePath, postProcess, &fileIO, properties);
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@@ -276,7 +276,7 @@ bool Load(Mesh* mesh, Stream& stream, const MeshParams& parameters)
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break;
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}
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matData.SetParameter(wrapKey, static_cast<int>(wrap));
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matData.SetParameter(wrapKey, static_cast<long long>(wrap));
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}
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}
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};
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