Commit daeb4d04 authored by hybrid's avatar hybrid

MY3D loading bug fixed. Some more code cleaning, removed the my3d stuff file.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1357 dfc29bdd-3216-0410-991c-e03cc46cb475
parent 464c714f
...@@ -18,7 +18,131 @@ ...@@ -18,7 +18,131 @@
#ifndef __C_MY3D_HELPER_H_INCLUDED__ #ifndef __C_MY3D_HELPER_H_INCLUDED__
#define __C_MY3D_HELPER_H_INCLUDED__ #define __C_MY3D_HELPER_H_INCLUDED__
//-------------------------------------------------------------------------------- #include <irrTypes.h>
namespace irr
{
namespace scene
{
//**********************************************************************
// MY3D stuff
//**********************************************************************
//--------------------------------------------------------------------
// byte-align structures
#if defined(_MSC_VER) || defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
# pragma pack( push, packing )
# pragma pack( 1 )
# define PACK_STRUCT
#elif defined( __GNUC__ )
# define PACK_STRUCT __attribute__((packed))
#else
# error compiler not supported
#endif
//----------------------------------------------------------------------
struct SMyVector3
{ SMyVector3 () {;}
SMyVector3 (f32 __X, f32 __Y, f32 __Z)
: X(__X), Y(__Y), Z(__Z) {}
f32 X, Y, Z;
} PACK_STRUCT;
struct SMyVector2
{ SMyVector2 () {;}
SMyVector2(f32 __X, f32 __Y)
: X(__X), Y(__Y) {}
f32 X, Y;
} PACK_STRUCT;
struct SMyVertex
{ SMyVertex () {;}
SMyVertex (SMyVector3 _Coord, SMyColor _Color, SMyVector3 _Normal)
:Coord(_Coord), Color(_Color), Normal(_Normal) {;}
SMyVector3 Coord;
SMyColor Color;
SMyVector3 Normal;
} PACK_STRUCT;
struct SMyTVertex
{ SMyTVertex () {;}
SMyTVertex (SMyVector2 _TCoord)
: TCoord(_TCoord) {;}
SMyVector2 TCoord;
} PACK_STRUCT;
struct SMyFace
{ SMyFace() {;}
SMyFace(u32 __A, u32 __B, u32 __C)
: A(__A), B(__B), C(__C) {}
u32 A, B, C;
} PACK_STRUCT;
// file header (6 bytes)
struct SMyFileHeader
{ u32 MyId; // MY3D
u16 Ver; // Version
} PACK_STRUCT;
// scene header
struct SMySceneHeader
{ SMyColor BackgrColor; // background color
SMyColor AmbientColor; // ambient color
s32 MaterialCount; // material count
s32 MeshCount; // mesh count
} PACK_STRUCT;
// mesh header
struct SMyMeshHeader
{ c8 Name[256]; // material name
u32 MatIndex; // index of the mesh material
u32 TChannelCnt; // mesh mapping channels count
} PACK_STRUCT;
// texture data header
struct SMyTexDataHeader
{ c8 Name[256]; // texture name
u32 ComprMode; //compression mode
u32 PixelFormat;
u32 Width; // image width
u32 Height; // image height
} PACK_STRUCT;
// pixel color 24bit (R8G8B8)
struct SMyPixelColor24
{ SMyPixelColor24() {;}
SMyPixelColor24(u8 __r, u8 __g, u8 __b)
: r(__r), g(__g), b(__b) {}
u8 r, g, b;
} PACK_STRUCT;
// pixel color 16bit (A1R5G5B5)
struct SMyPixelColor16
{ SMyPixelColor16() {;}
SMyPixelColor16(s16 _argb): argb(_argb) {;}
SMyPixelColor16(u8 r, u8 g, u8 b)
{ argb = ((r&0x1F)<<10) | ((g&0x1F)<<5) | (b&0x1F);
}
s16 argb;
} PACK_STRUCT;
// RLE Header
struct SMyRLEHeader
{ SMyRLEHeader() {}
u32 nEncodedBytes;
u32 nDecodedBytes;
} PACK_STRUCT;
// Default alignment
#if defined(_MSC_VER) || defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
# pragma pack( pop, packing )
#endif
} // end namespace
} // end namespace
//-----------------------------------------------------------------------------
namespace irr namespace irr
{ {
namespace core namespace core
......
This diff is collapsed.
...@@ -39,13 +39,47 @@ ...@@ -39,13 +39,47 @@
#include "irrString.h" #include "irrString.h"
#include "ISceneManager.h" #include "ISceneManager.h"
#include "CMY3DStuff.h"
namespace irr namespace irr
{ {
namespace scene namespace scene
{ {
//--------------------------------------------------------------------
// byte-align structures
#if defined(_MSC_VER) || defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
# pragma pack( push, packing )
# pragma pack( 1 )
# define PACK_STRUCT
#elif defined( __GNUC__ )
# define PACK_STRUCT __attribute__((packed))
#else
# error compiler not supported
#endif
//----------------------------------------------------------------------
struct SMyColor
{ SMyColor () {;}
SMyColor (s32 __R, s32 __G, s32 __B, s32 __A)
: R(__R), G(__G), B(__B), A(__A) {}
s32 R, G, B, A;
} PACK_STRUCT;
// material header
struct SMyMaterialHeader
{ c8 Name[256]; // material name
u32 Index;
SMyColor AmbientColor;
SMyColor DiffuseColor;
SMyColor EmissiveColor;
SMyColor SpecularColor;
f32 Shininess;
f32 Transparency;
u32 TextureCount; // texture count
} PACK_STRUCT;
// Default alignment
#if defined(_MSC_VER) || defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
# pragma pack( pop, packing )
#endif
class CMY3DMeshFileLoader : public IMeshLoader class CMY3DMeshFileLoader : public IMeshLoader
{ {
...@@ -60,18 +94,15 @@ public: ...@@ -60,18 +94,15 @@ public:
//! getting access to the nodes (with transparent material), creating //! getting access to the nodes (with transparent material), creating
//! while loading .my3d file //! while loading .my3d file
core::array<ISceneNode*>& getChildNodes(); const core::array<ISceneNode*>& getChildNodes() const;
private: private:
scene::SMesh* Mesh; video::ITexture* readEmbeddedLightmap(io::IReadFile* file, char* namebuf);
video::IVideoDriver* Driver; video::IVideoDriver* Driver;
io::IFileSystem* FileSystem; io::IFileSystem* FileSystem;
ISceneManager *SceneManager; scene::ISceneManager* SceneManager;
video::SColor SceneBackgrColor;
video::SColor SceneAmbientColor;
struct SMyMaterialEntry struct SMyMaterialEntry
{ {
......
// Copyright (C) 2002-2008 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
//
// This file was originally written by ZDimitor.
//----------------------------------------------------------------------
// my3d-stuff.h - part of the My3D Tools
//
// This tool was created by Zhuck Dmitry (ZDimitor).
// Everyone can use it as wants ( i'll be happy if it helps to someone :) ).
//----------------------------------------------------------------------
#ifndef __C_MY_3D_STUFF_H_INCLUDED__
#define __C_MY_3D_STUFF_H_INCLUDED__
#include <irrTypes.h>
namespace irr
{
namespace scene
{
//**********************************************************************
// MY3D stuff
//**********************************************************************
const unsigned long MY_ID = 0x4d593344; // was: #define MY_ID 'MY3D'
#define MY_VER 0x0003
#define MY_SCENE_HEADER_ID 0x1000
#define MY_MAT_LIST_ID 0x2000
#define MY_MAT_HEADER_ID 0x2100
#define MY_TEX_FNAME_ID 0x2101
#define MY_TEXDATA_ID 0x2500
#define MY_TEXDATA_HEADER_ID 0x2501
#define MY_TEXDATA_RLE_HEADER_ID 0x2502
#define MY_MESH_LIST_ID 0x3000
#define MY_MESH_HEADER_ID 0x3100
#define MY_VERTS_ID 0x3101
#define MY_FACES_ID 0x3102
#define MY_TVERTS_ID 0x3103
#define MY_TFACES_ID 0x3104
#define MY_FILE_END_ID 0xFFFF
const unsigned long MY_TEXDATA_COMPR_NONE_ID = 0x4e4f4e45; // was: MY_TEXDATA_COMPR_NONE_ID 'NONE'
const unsigned long MY_TEXDATA_COMPR_SIMPLE_ID = 0x53494d50; // was: #define MY_TEXDATA_COMPR_SIMPLE_ID 'SIMP'
const unsigned long MY_TEXDATA_COMPR_RLE_ID = 0x20524c45; // was: #define MY_TEXDATA_COMPR_RLE_ID ' RLE'
const unsigned long MY_PIXEL_FORMAT_24 = 0x5f32345f; // was: #define MY_PIXEL_FORMAT_24 '_24_'
const unsigned long MY_PIXEL_FORMAT_16 = 0x5f31365f; // was: #define MY_PIXEL_FORMAT_16 '_16_'
//--------------------------------------------------------------------
// byte-align structures
#if defined(_MSC_VER) || defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
# pragma pack( push, packing )
# pragma pack( 1 )
# define PACK_STRUCT
#elif defined( __GNUC__ )
# define PACK_STRUCT __attribute__((packed))
#else
# error compiler not supported
#endif
//----------------------------------------------------------------------
struct SMyColor
{ SMyColor () {;}
SMyColor (s32 __R, s32 __G, s32 __B, s32 __A)
: R(__R), G(__G), B(__B), A(__A) {}
s32 R, G, B, A;
} PACK_STRUCT;
struct SMyVector3
{ SMyVector3 () {;}
SMyVector3 (f32 __X, f32 __Y, f32 __Z)
: X(__X), Y(__Y), Z(__Z) {}
f32 X, Y, Z;
} PACK_STRUCT;
struct SMyVector2
{ SMyVector2 () {;}
SMyVector2(f32 __X, f32 __Y)
: X(__X), Y(__Y) {}
f32 X, Y;
} PACK_STRUCT;
struct SMyVertex
{ SMyVertex () {;}
SMyVertex (SMyVector3 _Coord, SMyColor _Color, SMyVector3 _Normal)
:Coord(_Coord), Color(_Color), Normal(_Normal) {;}
SMyVector3 Coord;
SMyColor Color;
SMyVector3 Normal;
} PACK_STRUCT;
struct SMyTVertex
{ SMyTVertex () {;}
SMyTVertex (SMyVector2 _TCoord)
: TCoord(_TCoord) {;}
SMyVector2 TCoord;
} PACK_STRUCT;
struct SMyFace
{ SMyFace() {;}
SMyFace(u32 __A, u32 __B, u32 __C)
: A(__A), B(__B), C(__C) {}
u32 A, B, C;
} PACK_STRUCT;
// file header (6 bytes)
struct SMyFileHeader
{ u32 MyId; // MY3D
u16 Ver; // Version
} PACK_STRUCT;
// scene header
struct SMySceneHeader
{ SMyColor BackgrColor; // background color
SMyColor AmbientColor; // ambient color
s32 MaterialCount; // material count
s32 MeshCount; // mesh count
} PACK_STRUCT;
// material header
struct SMyMaterialHeader
{ c8 Name[256]; // material name
u32 Index;
SMyColor AmbientColor;
SMyColor DiffuseColor;
SMyColor EmissiveColor;
SMyColor SpecularColor;
f32 Shininess;
f32 Transparency;
s32 TextureCount; // texture count
} PACK_STRUCT;
// mesh header
struct SMyMeshHeader
{ c8 Name[256]; // material name
u32 MatIndex; // index of the mesh material
u32 TChannelCnt; // mesh mapping channels count
} PACK_STRUCT;
// texture data header
struct SMyTexDataHeader
{ c8 Name[256]; // texture name
u32 ComprMode; //compression mode
u32 PixelFormat;
u32 Width; // image width
u32 Height; // image height
} PACK_STRUCT;
// pixel color 24bit (R8G8B8)
struct SMyPixelColor24
{ SMyPixelColor24() {;}
SMyPixelColor24(u8 __r, u8 __g, u8 __b)
: r(__r), g(__g), b(__b) {}
u8 r, g, b;
} PACK_STRUCT;
// pixel color 16bit (A1R5G5B5)
struct SMyPixelColor16
{ SMyPixelColor16() {;}
SMyPixelColor16(s16 _argb): argb(_argb) {;}
SMyPixelColor16(u8 r, u8 g, u8 b)
{ argb = ((r&0x1F)<<10) | ((g&0x1F)<<5) | (b&0x1F);
}
s16 argb;
} PACK_STRUCT;
// RLE Header
struct SMyRLEHeader
{ SMyRLEHeader() {}
u32 nEncodedBytes;
u32 nDecodedBytes;
} PACK_STRUCT;
// Default alignment
#if defined(_MSC_VER) || defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
# pragma pack( pop, packing )
#endif
} // end namespace
} // end namespace
#endif
...@@ -9,7 +9,7 @@ CppCompiler=-D__GNUWIN32__ -W -DWIN32 -DNDEBUG -D_WINDOWS -D_MBCS -D_USRDLL -DIR ...@@ -9,7 +9,7 @@ CppCompiler=-D__GNUWIN32__ -W -DWIN32 -DNDEBUG -D_WINDOWS -D_MBCS -D_USRDLL -DIR
Includes=..\..\include;zlib Includes=..\..\include;zlib
Linker=-lkernel32 -luser32 -lgdi32 -lwinspool -lcomdlg32 -ladvapi32 -lshell32 -lole32 -loleaut32 -luuid -lopengl32_@@_ Linker=-lkernel32 -luser32 -lgdi32 -lwinspool -lcomdlg32 -ladvapi32 -lshell32 -lole32 -loleaut32 -luuid -lopengl32_@@_
Libs= Libs=
UnitCount=606 UnitCount=605
Folders=doc,gui_impl,include,include/core,include/gui,include/io,include/scene,include/video,io_impl,other_impl,other_impl/extern,other_impl/extern/jpeglib,other_impl/extern/libpng,other_impl/extern/zlib,scene_impl,scene_impl/animators,scene_impl/collision,scene_impl/mesh,scene_impl/mesh/loaders,scene_impl/mesh/writers,scene_impl/nodes,scene_impl/nodes/particles,video_impl,"video_impl/Burning Video",video_impl/DirectX8,video_impl/DirectX9,video_impl/Null,video_impl/OpenGL,video_impl/Software Folders=doc,gui_impl,include,include/core,include/gui,include/io,include/scene,include/video,io_impl,other_impl,other_impl/extern,other_impl/extern/jpeglib,other_impl/extern/libpng,other_impl/extern/zlib,scene_impl,scene_impl/animators,scene_impl/collision,scene_impl/mesh,scene_impl/mesh/loaders,scene_impl/mesh/writers,scene_impl/nodes,scene_impl/nodes/particles,video_impl,"video_impl/Burning Video",video_impl/DirectX8,video_impl/DirectX9,video_impl/Null,video_impl/OpenGL,video_impl/Software
ObjFiles= ObjFiles=
PrivateResource= PrivateResource=
...@@ -2160,8 +2160,8 @@ OverrideBuildCmd=0 ...@@ -2160,8 +2160,8 @@ OverrideBuildCmd=0
BuildCmd= BuildCmd=
[Unit214] [Unit214]
FileName=CMY3DStuff.h FileName=..\..\include\EGUIAlignment.h
Folder=scene_impl/mesh/loaders Folder=include/gui
Compile=1 Compile=1
CompileCpp=1 CompileCpp=1
Link=1 Link=1
...@@ -5978,16 +5978,6 @@ OverrideBuildCmd=0 ...@@ -5978,16 +5978,6 @@ OverrideBuildCmd=0
BuildCmd= BuildCmd=
[Unit594] [Unit594]
FileName=..\..\include\EGUIAlignment.h
Folder=include/gui
Compile=1
CompileCpp=1
Link=1
Priority=1000
OverrideBuildCmd=0
BuildCmd=
[Unit595]
FileName=..\..\include\IGUITable.h FileName=..\..\include\IGUITable.h
Folder=include/gui Folder=include/gui
Compile=1 Compile=1
...@@ -5997,7 +5987,7 @@ Priority=1000 ...@@ -5997,7 +5987,7 @@ Priority=1000
OverrideBuildCmd=0 OverrideBuildCmd=0
BuildCmd= BuildCmd=
[Unit596] [Unit595]
FileName=CVolumeLightSceneNode.h FileName=CVolumeLightSceneNode.h
CompileCpp=1 CompileCpp=1
Folder=scene_impl/nodes Folder=scene_impl/nodes
...@@ -6007,7 +5997,7 @@ Priority=1000 ...@@ -6007,7 +5997,7 @@ Priority=1000
OverrideBuildCmd=0 OverrideBuildCmd=0
BuildCmd= BuildCmd=
[Unit597] [Unit596]
FileName=CVolumeLightSceneNode.cpp FileName=CVolumeLightSceneNode.cpp
CompileCpp=1 CompileCpp=1
Folder=scene_impl/nodes Folder=scene_impl/nodes
...@@ -6017,7 +6007,7 @@ Priority=1000 ...@@ -6017,7 +6007,7 @@ Priority=1000
OverrideBuildCmd=0 OverrideBuildCmd=0
BuildCmd= BuildCmd=
[Unit598] [Unit597]
FileName=..\..\include\IVolumeLightSceneNode.h FileName=..\..\include\IVolumeLightSceneNode.h
CompileCpp=1 CompileCpp=1
Folder=include/scene Folder=include/scene
...@@ -6027,7 +6017,7 @@ Priority=1000 ...@@ -6027,7 +6017,7 @@ Priority=1000
OverrideBuildCmd=0 OverrideBuildCmd=0
BuildCmd= BuildCmd=
[Unit599] [Unit598]
FileName=CLWOMeshFileLoader.cpp FileName=CLWOMeshFileLoader.cpp
CompileCpp=1 CompileCpp=1
Folder=scene_impl/mesh/loaders Folder=scene_impl/mesh/loaders
...@@ -6037,7 +6027,7 @@ Priority=1000 ...@@ -6037,7 +6027,7 @@ Priority=1000
OverrideBuildCmd=0 OverrideBuildCmd=0
BuildCmd= BuildCmd=
[Unit600] [Unit599]
FileName=CLWOMeshFileLoader.h FileName=CLWOMeshFileLoader.h
CompileCpp=1 CompileCpp=1
Folder=scene_impl/mesh/loaders Folder=scene_impl/mesh/loaders
...@@ -6047,7 +6037,7 @@ Priority=1000 ...@@ -6047,7 +6037,7 @@ Priority=1000
OverrideBuildCmd=0 OverrideBuildCmd=0
BuildCmd= BuildCmd=
[Unit601] [Unit600]
FileName=..\..\include\ISceneNodeAnimatorCameraMaya.h FileName=..\..\include\ISceneNodeAnimatorCameraMaya.h
CompileCpp=1 CompileCpp=1
Folder=include/scene Folder=include/scene
...@@ -6057,7 +6047,7 @@ Priority=1000 ...@@ -6057,7 +6047,7 @@ Priority=1000
OverrideBuildCmd=0 OverrideBuildCmd=0
BuildCmd= BuildCmd=
[Unit602] [Unit601]
FileName=..\..\include\ISceneNodeAnimatorCameraFPS.h FileName=..\..\include\ISceneNodeAnimatorCameraFPS.h
CompileCpp=1 CompileCpp=1
Folder=include/scene Folder=include/scene
...@@ -6067,7 +6057,7 @@ Priority=1000 ...@@ -6067,7 +6057,7 @@ Priority=1000
OverrideBuildCmd=0 OverrideBuildCmd=0
BuildCmd= BuildCmd=
[Unit603] [Unit602]
FileName=CSceneNodeAnimatorCameraMaya.h FileName=CSceneNodeAnimatorCameraMaya.h
Folder=scene_impl/animators Folder=scene_impl/animators
Compile=1 Compile=1
...@@ -6077,7 +6067,7 @@ Priority=1000 ...@@ -6077,7 +6067,7 @@ Priority=1000
OverrideBuildCmd=0 OverrideBuildCmd=0
BuildCmd= BuildCmd=
[Unit604] [Unit603]
FileName=CSceneNodeAnimatorCameraFPS.cpp FileName=CSceneNodeAnimatorCameraFPS.cpp
Folder=scene_impl/animators Folder=scene_impl/animators
Compile=1 Compile=1
...@@ -6087,7 +6077,7 @@ Priority=1000 ...@@ -6087,7 +6077,7 @@ Priority=1000
OverrideBuildCmd=0 OverrideBuildCmd=0
BuildCmd= BuildCmd=
[Unit605] [Unit604]
FileName=CSceneNodeAnimatorCameraFPS.h FileName=CSceneNodeAnimatorCameraFPS.h
CompileCpp=1 CompileCpp=1
Folder=scene_impl/animators Folder=scene_impl/animators
...@@ -6097,7 +6087,7 @@ Priority=1000 ...@@ -6097,7 +6087,7 @@ Priority=1000
OverrideBuildCmd=0 OverrideBuildCmd=0
BuildCmd= BuildCmd=
[Unit606] [Unit605]
FileName=CSceneNodeAnimatorCameraMaya.cpp FileName=CSceneNodeAnimatorCameraMaya.cpp
CompileCpp=1 CompileCpp=1
Folder=scene_impl/animators Folder=scene_impl/animators
......
...@@ -1402,10 +1402,6 @@ SOURCE=.\CMY3DMeshFileLoader.h ...@@ -1402,10 +1402,6 @@ SOURCE=.\CMY3DMeshFileLoader.h
# End Source File # End Source File
# Begin Source File # Begin Source File
SOURCE=.\CMY3DStuff.h
# End Source File
# Begin Source File
SOURCE=.\COBJMeshFileLoader.cpp SOURCE=.\COBJMeshFileLoader.cpp
# End Source File # End Source File
# Begin Source File # Begin Source File
......
...@@ -1360,9 +1360,6 @@ ...@@ -1360,9 +1360,6 @@
<File <File
RelativePath=".\CMY3DMeshFileLoader.h"> RelativePath=".\CMY3DMeshFileLoader.h">
</File> </File>
<File
RelativePath=".\CMY3DStuff.h">
</File>
<File <File
RelativePath=".\COBJMeshFileLoader.cpp"> RelativePath=".\COBJMeshFileLoader.cpp">
</File> </File>
......
...@@ -1824,10 +1824,6 @@ ...@@ -1824,10 +1824,6 @@
RelativePath=".\CMY3DMeshFileLoader.h" RelativePath=".\CMY3DMeshFileLoader.h"
> >
</File> </File>
<File
RelativePath=".\CMY3DStuff.h"
>
</File>
<File <File
RelativePath=".\COBJMeshFileLoader.cpp" RelativePath=".\COBJMeshFileLoader.cpp"
> >
......
...@@ -417,7 +417,6 @@ ...@@ -417,7 +417,6 @@
<Unit filename="CMY3DHelper.h" /> <Unit filename="CMY3DHelper.h" />
<Unit filename="CMY3DMeshFileLoader.cpp" /> <Unit filename="CMY3DMeshFileLoader.cpp" />
<Unit filename="CMY3DMeshFileLoader.h" /> <Unit filename="CMY3DMeshFileLoader.h" />
<Unit filename="CMY3DStuff.h" />
<Unit filename="CMemoryReadFile.cpp" /> <Unit filename="CMemoryReadFile.cpp" />
<Unit filename="CMemoryReadFile.h" /> <Unit filename="CMemoryReadFile.h" />
<Unit filename="CMeshCache.cpp" /> <Unit filename="CMeshCache.cpp" />
......
...@@ -1545,11 +1545,6 @@ ...@@ -1545,11 +1545,6 @@
<Option compile="0"/> <Option compile="0"/>
<Option link="0"/> <Option link="0"/>
</Unit> </Unit>
<Unit filename="CMY3DStuff.h">
<Option compilerVar="CPP"/>
<Option compile="0"/>
<Option link="0"/>
</Unit>
<Unit filename="CMemoryReadFile.cpp"> <Unit filename="CMemoryReadFile.cpp">
<Option compilerVar="CPP"/> <Option compilerVar="CPP"/>
</Unit> </Unit>
......
...@@ -1828,10 +1828,6 @@ ...@@ -1828,10 +1828,6 @@
RelativePath=".\CMY3DMeshFileLoader.h" RelativePath=".\CMY3DMeshFileLoader.h"
> >
</File> </File>
<File
RelativePath=".\CMY3DStuff.h"
>
</File>
<File <File
RelativePath=".\COBJMeshFileLoader.cpp" RelativePath=".\COBJMeshFileLoader.cpp"
> >
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment