new stuff

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Tarion 2026-07-03 03:41:25 +02:00
parent 8998bc3936
commit 64c8492e5c
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<?xml version="1.0" encoding="utf-8"?>
<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
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<contributor>
<author>Blender User</author>
<authoring_tool>Blender 2.80.40 commit date:2019-01-07, commit time:23:37, hash:91a155833e59</authoring_tool>
</contributor>
<created>2019-01-08T17:44:11</created>
<modified>2019-01-08T17:44:11</modified>
<unit name="meter" meter="1"/>
<up_axis>Z_UP</up_axis>
</asset>
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<effect id="Material-effect">
<profile_COMMON>
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<lambert>
<diffuse>
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<specular>
<color sid="specular">0 0.5 0 1</color>
</specular>
</lambert>
</technique>
</profile_COMMON>
</effect>
</library_effects>
<library_images/>
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<material id="Material-material" name="Material">
<instance_effect url="#Material-effect"/>
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<technique_common>
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<param name="X" type="float"/>
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<param name="Z" type="float"/>
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<technique_common>
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<input semantic="INV_BIND_MATRIX" source="#Armature_Cube-skin-bind_poses"/>
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<input semantic="JOINT" source="#Armature_Cube-skin-joints" offset="0"/>
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</vertex_weights>
</skin>
</controller>
</library_controllers>
<library_animations>
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<animation id="Armature_ArmatureAction_transform" name="Armature">
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<technique_common>
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<param name="TIME" type="float"/>
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</technique_common>
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<texture name="Texture4" value="" />
<bool name="Wireframe" value="false" />
<bool name="GouraudShading" value="true" />
<bool name="Lighting" value="true" />
<bool name="ZWriteEnable" value="true" />
<int name="ZBuffer" value="1" />
<bool name="BackfaceCulling" value="true" />
<bool name="FogEnable" value="false" />
<bool name="NormalizeNormals" value="false" />
<bool name="BilinearFilter1" value="true" />
<bool name="BilinearFilter2" value="true" />
<bool name="BilinearFilter3" value="true" />
<bool name="BilinearFilter4" value="true" />
<bool name="TrilinearFilter1" value="false" />
<bool name="TrilinearFilter2" value="false" />
<bool name="TrilinearFilter3" value="false" />
<bool name="TrilinearFilter4" value="false" />
<bool name="AnisotropicFilter1" value="false" />
<bool name="AnisotropicFilter2" value="false" />
<bool name="AnisotropicFilter3" value="false" />
<bool name="AnisotropicFilter4" value="false" />
<enum name="TextureWrap1" value="texture_clamp_repeat" />
<enum name="TextureWrap2" value="texture_clamp_repeat" />
<enum name="TextureWrap3" value="texture_clamp_repeat" />
<enum name="TextureWrap4" value="texture_clamp_repeat" />
</material>
<vertices type="standard" vertexCount="0">
</vertices>
<indices indexCount="0">
</indices>
</buffer>
<buffer>
<boundingBox minEdge="-856.310974 -267.823242 115.341156" maxEdge="-356.310974 232.176758 615.341187" />
<material>
<enum name="Type" value="trans_vertex_alpha" />
<color name="Ambient" value="ff00516f" />
<color name="Diffuse" value="ffb20800" />
<color name="Emissive" value="00000000" />
<color name="Specular" value="ff00aebe" />
<float name="Shininess" value="0.100000" />
<float name="Param1" value="0.170000" />
<float name="Param2" value="0.000000" />
<texture name="Texture1" value="" />
<texture name="Texture2" value="" />
<texture name="Texture3" value="" />
<texture name="Texture4" value="" />
<bool name="Wireframe" value="false" />
<bool name="GouraudShading" value="true" />
<bool name="Lighting" value="true" />
<bool name="ZWriteEnable" value="true" />
<int name="ZBuffer" value="1" />
<bool name="BackfaceCulling" value="true" />
<bool name="FogEnable" value="false" />
<bool name="NormalizeNormals" value="false" />
<bool name="BilinearFilter1" value="true" />
<bool name="BilinearFilter2" value="true" />
<bool name="BilinearFilter3" value="true" />
<bool name="BilinearFilter4" value="true" />
<bool name="TrilinearFilter1" value="false" />
<bool name="TrilinearFilter2" value="false" />
<bool name="TrilinearFilter3" value="false" />
<bool name="TrilinearFilter4" value="false" />
<bool name="AnisotropicFilter1" value="false" />
<bool name="AnisotropicFilter2" value="false" />
<bool name="AnisotropicFilter3" value="false" />
<bool name="AnisotropicFilter4" value="false" />
<enum name="TextureWrap1" value="texture_clamp_repeat" />
<enum name="TextureWrap2" value="texture_clamp_repeat" />
<enum name="TextureWrap3" value="texture_clamp_repeat" />
<enum name="TextureWrap4" value="texture_clamp_repeat" />
</material>
<vertices type="standard" vertexCount="0">
</vertices>
<indices indexCount="0">
</indices>
</buffer>
</mesh>

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assimp/test/models/invalid/malformed.obj (Stored with Git LFS) Normal file

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assimp/test/models/invalid/malformed2.obj (Stored with Git LFS) Normal file

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@ -0,0 +1,34 @@
*********************************************************
GENERAL
*********************************************************
The files in this directory are invalid ... some of them are empty,
others have invalid vertices or faces, others are prepared to make
assimp allocate a few hundreds gigs of memory ... most are
actually regression tests, i.e. there was once a bugfix that
fixed the respective loaders.
This test case is successful if the library (and the viewer) don't
crash.
*********************************************************
FILES
*********************************************************
box_nested_animation_4286.dae - This was reported as GH#4286.
The "count" parameter in "Cube-mesh-positions-array" is too small.
OutOfMemory.off - the number of faces is invalid. There won't be
enough memory so std::vector::reserve() will most likely fail.
The exception should be caught in Importer.cpp.
empty.<x> - These files are completely empty. The corresponding
loaders should not crash.
malformed.obj - out-of-range vertex indices
malformed2.obj - non-existent material referenced