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mayaegg: fix various compilation warnings
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@ -837,12 +837,12 @@ int MayaEggGeom::GetVert(EggVertex *vert, EggGroup *context)
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void MayaEggGeom::AssignNames(void)
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{
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string name = _pool->get_name();
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int nsize = name.size();
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if ((nsize > 6) && (name.rfind(".verts")==(nsize-6))) {
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name.resize(nsize-6);
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size_t nsize = name.size();
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if (nsize > 6 && name.rfind(".verts") == (nsize - 6)) {
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name.resize(nsize - 6);
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}
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if ((nsize > 4) && (name.rfind(".cvs")==(nsize-4))) {
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name.resize(nsize-4);
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if (nsize > 4 && name.rfind(".cvs") == (nsize - 4)) {
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name.resize(nsize - 4);
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}
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MFnDependencyNode dnshape(_shapeNode);
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@ -913,7 +913,7 @@ void MayaEggGeom::AddEggFlag(MString fieldName) {
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typedef phash_map<LTexCoordd, int> TVertTable;
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typedef phash_map<LColor, int> CVertTable;
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class MayaEggMesh : public MayaEggGeom
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class MayaEggMesh final : public MayaEggGeom
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{
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public:
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MColorArray _faceColorArray;
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@ -937,7 +937,7 @@ public:
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int GetCVert(const LColor &col);
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int AddFace(unsigned numVertices, MIntArray mvertIndices, MIntArray mtvertIndices, MayaEggTex *tex);
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void ConnectTextures(void);
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void ConnectTextures(void) override;
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};
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int MayaEggMesh::GetTVert(const LTexCoordd &uv)
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@ -2012,7 +2012,7 @@ void MayaEggLoader::PrintData(MayaEggMesh *mesh)
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void MayaEggLoader::ParseFrameInfo(string comment)
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{
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int pos, ls, le;
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size_t pos, ls, le;
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pos = comment.find("-fri");
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if (pos != string::npos) {
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@ -2143,7 +2143,7 @@ bool MayaEggLoader::ConvertEggFile(const char *name, bool merge, bool model, boo
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MObject MayaEggLoader::GetDependencyNode(string givenName)
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{
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MObject node = MObject::kNullObj;
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int pos;
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size_t pos;
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string name;
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pos = givenName.find(":");
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@ -2742,7 +2742,7 @@ set_shader_legacy(EggPrimitive &primitive, const MayaShader &shader,
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// shader on the list is the base one, which should always pick up
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// the alpha from the texture file. But the top textures may have
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// to strip the alpha
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if (i!=shader._color.size()-1) {
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if ((size_t)i != shader._color.size() - 1) {
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if (!i && is_interpolate) {
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// this is the grass path mode where alpha on this texture
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// determines whether to show layer1 or layer2. Since by now
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@ -2846,7 +2846,7 @@ set_shader_legacy(EggPrimitive &primitive, const MayaShader &shader,
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_textures.create_unique_texture(tex, ~0);
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if (mesh) {
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if (uvset_name.find("not found") == -1) {
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if (uvset_name.find("not found") == string::npos) {
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primitive.add_texture(new_tex);
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color_def->_uvset_name.assign(uvset_name.c_str());
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if (uvset_name != "map1") {
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