@@ -350,7 +350,6 @@ MaterialPtr AssimpLoader::Implementation::CreateMaterial(
350
350
Pbr pbr;
351
351
aiString texturePath (_path.c_str ());
352
352
ret = assimpMat->GetTexture (aiTextureType_DIFFUSE, 0 , &texturePath);
353
- std::cout << " Texture path is: " << _path.c_str () << std::endl;
354
353
// TODO(luca) check other arguments,
355
354
// type of mappings to be UV, uv index, blend mode
356
355
if (ret == AI_SUCCESS)
@@ -641,7 +640,6 @@ Mesh *AssimpLoader::Load(const std::string &_filename)
641
640
// as documented here https://github.com/assimp/assimp/issues/849
642
641
// remove workaround when fixed
643
642
transform = aiMatrix4x4 (rootScaling, aiQuaternion (), rootPos);
644
- std::cout << " Num anim is: " << scene->mNumAnimations << std::endl;
645
643
646
644
auto rootTransform = this ->dataPtr ->ConvertTransform (transform);
647
645
@@ -671,21 +669,16 @@ Mesh *AssimpLoader::Load(const std::string &_filename)
671
669
SkeletonPtr rootSkeleton = std::make_shared<Skeleton>(rootSkelNode);
672
670
mesh->SetSkeleton (rootSkeleton);
673
671
}
674
- std::cout << " Num anim is: " << scene->mNumAnimations << std::endl;
675
-
676
672
// Now create the meshes
677
673
// Recursive call to keep track of transforms,
678
674
// mesh is passed by reference and edited throughout
679
675
this ->dataPtr ->RecursiveCreate (scene, rootNode, rootTransform, mesh);
680
676
// Add the animations
681
- std::cout << " Num anim is: " << scene->mNumAnimations << std::endl;
682
-
683
677
for (unsigned animIdx = 0 ; animIdx < scene->mNumAnimations ; ++animIdx)
684
678
{
685
679
auto & anim = scene->mAnimations [animIdx];
686
680
auto animName = ToString (anim->mName );
687
681
SkeletonAnimation* skelAnim = new SkeletonAnimation (animName);
688
- std::cout << " Anim name is: " << animName << std::endl;
689
682
for (unsigned chanIdx = 0 ; chanIdx < anim->mNumChannels ; ++chanIdx)
690
683
{
691
684
auto & animChan = anim->mChannels [chanIdx];
0 commit comments