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Commit ca15df4

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Onur Berk Tore
committed
Remove logs
Signed-off-by: Onur Berk Tore <[email protected]>
1 parent 262fba4 commit ca15df4

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graphics/src/AssimpLoader.cc

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Original file line numberDiff line numberDiff line change
@@ -350,7 +350,6 @@ MaterialPtr AssimpLoader::Implementation::CreateMaterial(
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Pbr pbr;
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aiString texturePath(_path.c_str());
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ret = assimpMat->GetTexture(aiTextureType_DIFFUSE, 0, &texturePath);
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std::cout << "Texture path is: " << _path.c_str() << std::endl;
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// TODO(luca) check other arguments,
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// type of mappings to be UV, uv index, blend mode
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if (ret == AI_SUCCESS)
@@ -641,7 +640,6 @@ Mesh *AssimpLoader::Load(const std::string &_filename)
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// as documented here https://github.com/assimp/assimp/issues/849
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// remove workaround when fixed
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transform = aiMatrix4x4(rootScaling, aiQuaternion(), rootPos);
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std::cout << "Num anim is: " << scene->mNumAnimations << std::endl;
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auto rootTransform = this->dataPtr->ConvertTransform(transform);
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@@ -671,21 +669,16 @@ Mesh *AssimpLoader::Load(const std::string &_filename)
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SkeletonPtr rootSkeleton = std::make_shared<Skeleton>(rootSkelNode);
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mesh->SetSkeleton(rootSkeleton);
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}
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std::cout << "Num anim is: " << scene->mNumAnimations << std::endl;
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// Now create the meshes
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// Recursive call to keep track of transforms,
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// mesh is passed by reference and edited throughout
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this->dataPtr->RecursiveCreate(scene, rootNode, rootTransform, mesh);
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// Add the animations
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std::cout << "Num anim is: " << scene->mNumAnimations << std::endl;
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for (unsigned animIdx = 0; animIdx < scene->mNumAnimations; ++animIdx)
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{
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auto& anim = scene->mAnimations[animIdx];
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auto animName = ToString(anim->mName);
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SkeletonAnimation* skelAnim = new SkeletonAnimation(animName);
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std::cout << "Anim name is: " << animName << std::endl;
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for (unsigned chanIdx = 0; chanIdx < anim->mNumChannels; ++chanIdx)
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{
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auto& animChan = anim->mChannels[chanIdx];

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