diff --git a/pandatool/src/maya/mayaShaderColorDef.cxx b/pandatool/src/maya/mayaShaderColorDef.cxx index 40212ae5b0..f69a77e813 100644 --- a/pandatool/src/maya/mayaShaderColorDef.cxx +++ b/pandatool/src/maya/mayaShaderColorDef.cxx @@ -352,7 +352,7 @@ read_surface_color(MayaShader *shader, MObject color, bool trans) { maya_cat.debug() << pl.name() << " first:connectedTo: " << pla_name << endl; read_surface_color(shader, pla[j].node()); _texture_name.assign(pla[j].name().asChar()); - int loc = _texture_name.find('.',0); + size_t loc = _texture_name.find('.',0); if (loc != string::npos) { _texture_name.resize(loc); } diff --git a/pandatool/src/mayaegg/mayaToEggConverter.cxx b/pandatool/src/mayaegg/mayaToEggConverter.cxx index 8fdf8e558f..450c37518f 100644 --- a/pandatool/src/mayaegg/mayaToEggConverter.cxx +++ b/pandatool/src/mayaegg/mayaToEggConverter.cxx @@ -1649,7 +1649,7 @@ make_polyset(MayaNodeDesc *node_desc, const MDagPath &dag_path, } } - pvector uvset_names; + vector_string uvset_names; MStringArray maya_uvset_names; status = mesh.getUVSetNames(maya_uvset_names); if (!status) { @@ -2241,7 +2241,7 @@ get_vertex_weights(const MDagPath &dag_path, const MFnNurbsSurface &surface, //////////////////////////////////////////////////////////////////// void MayaToEggConverter:: set_shader_attributes(EggPrimitive &primitive, const MayaShader &shader, - const MItMeshPolygon *pi, const pvector uvset_names) { + const MItMeshPolygon *pi, const vector_string &uvset_names) { //mayaegg_cat.spam() << " set_shader_attributes : begin\n"; @@ -2257,11 +2257,12 @@ set_shader_attributes(EggPrimitive &primitive, const MayaShader &shader, string uvset_name = color_def->_texture_name; // look for this name in maya's uvset_names if (uvset_names.size()){ - if (uvset_name.length()) - uvset_name.resize(uvset_name.length()-1); + if (uvset_name.length()) { + uvset_name.resize(uvset_name.length() - 1); + } mayaegg_cat.spam() << "looking for uvset_name: " << uvset_name << " "; - for (size_t uvi=0; uvi @@ -137,7 +138,8 @@ private: // void set_shader_attributes(EggPrimitive &primitive, // const MayaShader &shader); void set_shader_attributes(EggPrimitive &primitive, const MayaShader &shader, - const MItMeshPolygon *pi=NULL, const pvector uvset_names=NULL); + const MItMeshPolygon *pi = NULL, + const vector_string &uvset_names = vector_string()); void apply_texture_properties(EggTexture &tex, const MayaShaderColorDef &color_def); bool compare_texture_properties(EggTexture &tex,