moving textures to textures repo #1
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@@ -171,29 +171,26 @@ void Mesh::loadTextures(char *t_subfolder, char *t_extension)
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BmpLoader bmpLoader = BmpLoader();
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if (isObjLoaded)
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{
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textures = new MeshTexture *[obj->frames[0].getMaterialsCount()];
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textures = new MeshTexture[obj->frames[0].getMaterialsCount()];
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for (u8 i = 0; i < obj->frames[0].getMaterialsCount(); i++)
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{
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textures[i] = new MeshTexture();
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bmpLoader.load(*textures[i], t_subfolder, obj->frames[0].getMaterial(i).getName(), t_extension);
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bmpLoader.load(textures[i], t_subfolder, obj->frames[0].getMaterial(i).getName(), t_extension);
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// setDefaultWrapSettings(spec->textures[i].wrapSettings);
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}
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}
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else if (isMd2Loaded)
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{
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textures = new MeshTexture *[1];
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textures[0] = new MeshTexture();
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bmpLoader.load(*textures[0], t_subfolder, md2->filename, t_extension);
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textures = new MeshTexture[1];
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bmpLoader.load(textures[0], t_subfolder, md2->filename, t_extension);
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// setDefaultWrapSettings(spec->textures[0].wrapSettings);
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}
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else if (isDffLoaded)
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{
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textures = new MeshTexture *[dff->clump.geometryList.geometries[0].materialList.data.materialCount];
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textures = new MeshTexture[dff->clump.geometryList.geometries[0].materialList.data.materialCount];
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for (u8 i = 0; i < dff->clump.geometryList.geometries[0].materialList.data.materialCount; i++)
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for (u8 j = 0; j < dff->clump.geometryList.geometries[0].materialList.materials[i].data.textureCount; j++)
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{
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textures[i] = new MeshTexture();
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bmpLoader.load(*textures[i], t_subfolder, dff->clump.geometryList.geometries[0].materialList.materials[i].textures[j].textureName.text, t_extension);
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bmpLoader.load(textures[i], t_subfolder, dff->clump.geometryList.geometries[0].materialList.materials[i].textures[j].textureName.text, t_extension);
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// setDefaultWrapSettings(spec->textures[i].wrapSettings);
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}
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}
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