diff --git a/wrap/io_trimesh/import_dae.h b/wrap/io_trimesh/import_dae.h index 3dd74c47..41fdfb2e 100644 --- a/wrap/io_trimesh/import_dae.h +++ b/wrap/io_trimesh/import_dae.h @@ -26,7 +26,7 @@ //importer for collada's files -#include +#include // uncomment one of the following line to enable the Verbose debugging for the parsing //#define QDEBUG if(1) ; else {assert(0);} @@ -203,7 +203,7 @@ class ColladaMesh : public vcg::tri::TriMesh< std::vector, std QStringList faceIndexList; valueStringList(faceIndexList,polylist.at(tript),"p"); - int offsetface = (int)m.face.size(); + //int offsetface = (int)m.face.size(); if (faceIndexList.size() != 0 && faceSizeList.size() != 0 ) { WedgeAttribute wa; @@ -217,7 +217,7 @@ class ColladaMesh : public vcg::tri::TriMesh< std::vector, std int curFaceVertNum = faceSizeList.at(ff).toInt(); MyPolygon polyTemp(curFaceVertNum); - for(unsigned int tt = 0;tt < curFaceVertNum ;++tt) // for each vertex of the polygon + for(int tt = 0;tt < curFaceVertNum ;++tt) // for each vertex of the polygon { int indvt = faceIndexList.at(faceIndexCnt).toInt(); QDEBUG("******* Reading face[%3i].V(%i) = %4i (%i-th of the index list) (face has %i vertices)",ff,tt,indvt,faceIndexCnt,curFaceVertNum); @@ -426,8 +426,8 @@ class ColladaMesh : public vcg::tri::TriMesh< std::vector, std QDEBUG("** skin node of a controller has a material binding"); GenerateMaterialBinding(skinNode,materialBindingMap); } - LoadGeometry(m, info, refNode.toElement(),materialBindingMap); - } + return LoadGeometry(m, info, refNode.toElement(),materialBindingMap); + } /* before instancing a geometry you can make a binding that allow you to substitute next material names with other names. this is very useful for instancing the same geometry with different materials. therefore when you encounter a material name in a mesh, this name can be a 'symbol' that you have to bind.