Cleanup pass
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@@ -153,7 +153,7 @@ bool Load(Mesh* mesh, Stream& stream, const MeshParams& parameters)
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if (animatedMesh)
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{
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mesh->CreateSkeletal(joints.size());
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mesh->CreateSkeletal(UInt32(joints.size()));
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Skeleton* skeleton = mesh->GetSkeleton();
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@@ -171,7 +171,7 @@ bool Load(Mesh* mesh, Stream& stream, const MeshParams& parameters)
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mesh->CreateStatic();
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// aiMaterial index in scene => Material index and data in Mesh
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std::unordered_map<unsigned int, std::pair<std::size_t, ParameterList>> materials;
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std::unordered_map<unsigned int, std::pair<UInt32, ParameterList>> materials;
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for (unsigned int i = 0; i < scene->mNumMeshes; ++i)
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{
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@@ -300,7 +300,7 @@ bool Load(Mesh* mesh, Stream& stream, const MeshParams& parameters)
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if (aiGetMaterialInteger(aiMat, AI_MATKEY_TWOSIDED, &iValue) == aiReturn_SUCCESS)
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matData.SetParameter(MaterialData::FaceCulling, !iValue);
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matIt = materials.insert(std::make_pair(iMesh->mMaterialIndex, std::make_pair(materials.size(), std::move(matData)))).first;
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matIt = materials.insert(std::make_pair(iMesh->mMaterialIndex, std::make_pair(UInt32(materials.size()), std::move(matData)))).first;
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}
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subMesh->SetMaterialIndex(matIt->first);
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@@ -308,7 +308,7 @@ bool Load(Mesh* mesh, Stream& stream, const MeshParams& parameters)
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mesh->AddSubMesh(subMesh);
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}
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mesh->SetMaterialCount(std::max<UInt32>(materials.size(), 1));
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mesh->SetMaterialCount(std::max<UInt32>(UInt32(materials.size()), 1));
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for (const auto& pair : materials)
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mesh->SetMaterialData(pair.second.first, pair.second.second);
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}
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