// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.
+#include <windows.h>
+
#if !defined(HAVE_FREEIMAGE) && defined(_WIN32)
#define HAVE_WINCODEC
#endif
&& TopDownInc() == theCopy.TopDownInc())
{
// copy with one call
- memcpy (ChangeData(), theCopy.Data(), std::min (SizeBytes(), theCopy.SizeBytes()));
+ memcpy (ChangeData(), theCopy.Data(), min (SizeBytes(), theCopy.SizeBytes()));
return true;
}
// copy row-by-row
- const Standard_Size aRowSizeBytes = std::min (SizeRowBytes(), theCopy.SizeRowBytes());
+ const Standard_Size aRowSizeBytes = min (SizeRowBytes(), theCopy.SizeRowBytes());
for (Standard_Size aRow = 0; aRow < myData.SizeY; ++aRow)
{
memcpy (ChangeRow (aRow), theCopy.Row (aRow), aRowSizeBytes);
TopoDS_Shape aShape = BRepPrimAPI_MakeBox (100.0 * anImage->Ratio(), 100.0, 1.0).Shape();
Handle(AIS_Shape) aPrs = new AIS_Shape (aShape);
aPrs->SetDisplayMode (AIS_Shaded);
- aPrs->Attributes()->SetupOwnShadingAspect();
+ //aPrs->Attributes()->SetupOwnShadingAspect(); // corrected after porting on current master
const Handle(Graphic3d_AspectFillArea3d)& anAspect = aPrs->Attributes()->ShadingAspect()->Aspect();
anAspect->SetShadingModel (Graphic3d_TOSM_UNLIT);
anAspect->SetTextureMapOn (true);