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| author | Anton Novoselov <[email protected]> | 2017-08-01 12:53:38 +0300 |
|---|---|---|
| committer | Anton Novoselov <[email protected]> | 2017-08-01 12:53:38 +0300 |
| commit | 236f03c0b9a4982328ed1201978f7f69d192d9b2 (patch) | |
| tree | e486f2fa39dba203563895541e92c60ed3e25759 /samples/SampleBase/blast/BlastAssetModelSimple.cpp | |
| parent | Added screens to welcome page (diff) | |
| download | archived-blast-236f03c0b9a4982328ed1201978f7f69d192d9b2.tar.xz archived-blast-236f03c0b9a4982328ed1201978f7f69d192d9b2.zip | |
Blast 1.1 release (windows / linux)
see docs/release_notes.txt for details
Diffstat (limited to 'samples/SampleBase/blast/BlastAssetModelSimple.cpp')
| -rw-r--r-- | samples/SampleBase/blast/BlastAssetModelSimple.cpp | 41 |
1 files changed, 29 insertions, 12 deletions
diff --git a/samples/SampleBase/blast/BlastAssetModelSimple.cpp b/samples/SampleBase/blast/BlastAssetModelSimple.cpp index fa423e2..9de52d2 100644 --- a/samples/SampleBase/blast/BlastAssetModelSimple.cpp +++ b/samples/SampleBase/blast/BlastAssetModelSimple.cpp @@ -1,12 +1,29 @@ -/* -* Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved. -* -* NVIDIA CORPORATION and its licensors retain all intellectual property -* and proprietary rights in and to this software, related documentation -* and any modifications thereto. Any use, reproduction, disclosure or -* distribution of this software and related documentation without an express -* license agreement from NVIDIA CORPORATION is strictly prohibited. -*/ +// This code contains NVIDIA Confidential Information and is disclosed to you +// under a form of NVIDIA software license agreement provided separately to you. +// +// Notice +// NVIDIA Corporation and its licensors retain all intellectual property and +// proprietary rights in and to this software and related documentation and +// any modifications thereto. Any use, reproduction, disclosure, or +// distribution of this software and related documentation without an express +// license agreement from NVIDIA Corporation is strictly prohibited. +// +// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES +// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO +// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, +// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. +// +// Information and code furnished is believed to be accurate and reliable. +// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such +// information or for any infringement of patents or other rights of third parties that may +// result from its use. No license is granted by implication or otherwise under any patent +// or patent rights of NVIDIA Corporation. Details are subject to change without notice. +// This code supersedes and replaces all information previously supplied. +// NVIDIA Corporation products are not authorized for use as critical +// components in life support devices or systems without express written approval of +// NVIDIA Corporation. +// +// Copyright (c) 2008-2017 NVIDIA Corporation. All rights reserved. #include "BlastAssetModelSimple.h" @@ -19,8 +36,8 @@ // BlastAssetModelSimple /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -BlastAssetModelSimple::BlastAssetModelSimple(TkFramework& framework, PxPhysics& physics, PxCooking& cooking, Renderer& renderer, const char* modelName) - : BlastAssetModel(framework, physics, cooking, renderer, modelName) +BlastAssetModelSimple::BlastAssetModelSimple(TkFramework& framework, PxPhysics& physics, PxCooking& cooking, ExtSerialization& serialization, Renderer& renderer, const char* modelName) + : BlastAssetModel(framework, physics, cooking, serialization, renderer, modelName) { // prepare materials for (const BlastModel::Material& material : getModel().materials) @@ -31,7 +48,7 @@ BlastAssetModelSimple::BlastAssetModelSimple(TkFramework& framework, PxPhysics& m_renderMaterials.push_back(new RenderMaterial(renderer.getResourceManager(), "model_simple_textured", material.diffuseTexture.c_str())); } - validate(); + initialize(); } |