}
}
-static void shadername_convert( char* shaderName ){
- /* unix-style path separators */
- char* s = shaderName;
- for (; *s != '\0'; ++s )
- {
- if ( *s == '\\' ) {
- *s = '/';
- }
- }
-}
-
/* _ase_load:
* loads a 3dsmax ase model file.
if ( level == subMaterialLevel ) {
/* set material name */
_pico_first_token( materialName );
- shadername_convert( materialName );
+ _pico_unixify( materialName );
PicoSetShaderName( shader, materialName );
/* set shader's transparency */
}
/* set material name */
- shadername_convert( materialName );
+ _pico_unixify( materialName );
PicoSetShaderName( shader,materialName );
/* set shader's transparency */
/* set material map name */
PicoSetShaderMapName( shader, mapname );
- /* extract shadername from bitmap path */
- if ( mapname != NULL ) {
- char* p = mapname;
-
- /* convert to shader-name format */
- shadername_convert( mapname );
- {
- /* remove extension */
- char* last_period = strrchr( p, '.' );
- if ( last_period != NULL ) {
- *last_period = '\0';
- }
- }
-
- /* find shader path */
- for (; *p != '\0'; ++p )
- {
- if ( _pico_strnicmp( p, "models/", 7 ) == 0 || _pico_strnicmp( p, "textures/", 9 ) == 0 ) {
- break;
- }
- }
-
- if ( *p != '\0' ) {
- /* set material name */
- PicoSetShaderName( shader,p );
- }
- }
-
/* this is just a material with 1 submaterial */
subMaterial = _ase_add_submaterial( &materials, index, 0, shader );
}