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https://github.com/panda3d/panda3d.git
synced 2025-10-02 09:52:27 -04:00
misc fixes
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parent
fb46c04ad6
commit
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@ -9,9 +9,9 @@ REM
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if not exist makepanda\makepanda.py goto :missing1
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if not exist thirdparty\win-python\python.exe goto :missing2
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thirdparty\win-python\python.exe makepanda\makepanda.py %*
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if errorlevel 1 if x%1 == x--slavebuild exit 1
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goto done
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:missing1
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echo You need to change directory to the root of the panda source tree
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echo before invoking makepanda. For further install instructions, read
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File diff suppressed because it is too large
Load Diff
1
panda/src/framework/framework_composite.cxx
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1
panda/src/framework/framework_composite.cxx
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@ -0,0 +1 @@
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#include "framework_composite1.cxx"
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panda/src/framework/framework_composite1.cxx
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3
panda/src/framework/framework_composite1.cxx
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@ -0,0 +1,3 @@
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#include "config_framework.cxx"
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#include "pandaFramework.cxx"
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#include "windowFramework.cxx"
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1
panda/src/pnmtext/pnmtext_composite.cxx
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panda/src/pnmtext/pnmtext_composite.cxx
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@ -0,0 +1 @@
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#include "pnmtext_composite1.cxx"
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panda/src/pnmtext/pnmtext_composite1.cxx
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4
panda/src/pnmtext/pnmtext_composite1.cxx
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@ -0,0 +1,4 @@
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#include "config_pnmtext.cxx"
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#include "freetypeFont.cxx"
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#include "pnmTextGlyph.cxx"
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#include "pnmTextMaker.cxx"
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@ -189,7 +189,7 @@ read_surface_shader(MObject shader) {
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MayaShaderColorDef *color_p = new MayaShaderColorDef;
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for (size_t i = 0; i < color_pa.length(); i++) {
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maya_cat.spam() << "color_pa[" << i << "]:" << color_pa[i].name() << endl;
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maya_cat.spam() << "color_pa[" << i << "]:" << color_pa[i].name().asChar() << endl;
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color_p->read_surface_color(this, color_pa[0].node());
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}
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@ -334,14 +334,14 @@ read_surface_color(MayaShader *shader, MObject color, bool trans) {
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string pla_name = pla[j].name().asChar();
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// sometimes, by default, maya gives a outAlpha on subsequent plugs, ignore that
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if (pla_name.find("outAlpha") != string::npos) {
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maya_cat.debug() << pl.name() << " ignoring: " << pla_name << endl;
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maya_cat.debug() << pl.name().asChar() << " ignoring: " << pla_name << endl;
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// In this case the artist is wanting to retain alpha at the result
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// So make sure that this alpha is not thrown out by the egg file
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_alpha_is_luminance = true;
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continue;
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}
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if (!first) {
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maya_cat.debug() << pl.name() << " next:connectedTo: " << pla_name << endl;
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maya_cat.debug() << pl.name().asChar() << " next:connectedTo: " << pla_name << endl;
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MayaShaderColorDef *color_p = new MayaShaderColorDef;
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color_p->read_surface_color(shader, pla[j].node());
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color_p->_texture_name.assign(pla[j].name().asChar());
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@ -352,7 +352,7 @@ read_surface_color(MayaShader *shader, MObject color, bool trans) {
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maya_cat.debug() << "uv_name : " << color_p->_texture_name << endl;
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}
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else {
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maya_cat.debug() << pl.name() << " first:connectedTo: " << pla_name << endl;
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maya_cat.debug() << pl.name().asChar() << " first:connectedTo: " << pla_name << endl;
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read_surface_color(shader, pla[j].node());
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_texture_name.assign(pla[j].name().asChar());
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size_t loc = _texture_name.find('.',0);
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@ -367,7 +367,7 @@ read_surface_color(MayaShader *shader, MObject color, bool trans) {
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MPlug pl_temp = pla[j];
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MPlugArray pla_temp;
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pl_temp.connectedTo(pla_temp, true, false);
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maya_cat.debug() << pl_temp.name() << " connectedTo:" << pla_temp.length() << " plugs\n";
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maya_cat.debug() << pl_temp.name().asChar() << " connectedTo:" << pla_temp.length() << " plugs\n";
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}
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/*
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string blah;
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@ -545,9 +545,9 @@ describe_compound_attribute(MObject &node) {
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if (status) {
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MString blah;
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status = enu.getDefault(blah);
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maya_cat.info() << "found a string :" << blah << endl;
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maya_cat.info() << "found a string :" << blah.asChar() << endl;
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MPlug plug = MPlug(node, child);
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maya_cat.info() << "plug name" << plug.name() << endl;
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maya_cat.info() << "plug name" << plug.name().asChar() << endl;
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}
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}
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}
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@ -1657,7 +1657,7 @@ make_polyset(MayaNodeDesc *node_desc, const MDagPath &dag_path,
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//return;
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}
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for (size_t ui=0; ui<maya_uvset_names.length(); ++ui) {
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mayaegg_cat.debug() << "uv_set[" << ui << "] name: " << maya_uvset_names[ui] << endl;
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mayaegg_cat.debug() << "uv_set[" << ui << "] name: " << maya_uvset_names[ui].asChar() << endl;
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uvset_names.push_back(maya_uvset_names[ui].asChar());
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}
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