Utility/OBJSaver: Fix multiple materials saving
Former-commit-id: 003f1dee7556318bb0c42b84ce178b4ee687c9a1 [formerly 17eb0eab5b018ef6a127ade58d4db4b815378dd0] Former-commit-id: 0e984242a33c40c8f1a1ee0c0754ac24ea96d79d
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@ -102,7 +102,7 @@ namespace Nz
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stream.Read(skin, 68*sizeof(char));
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ParameterList matData;
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matData.SetParameter(MaterialData::CustomDefined, true);
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matData.SetParameter(MaterialData::CustomDefined);
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matData.SetParameter(MaterialData::DiffuseTexturePath, baseDir + skin);
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mesh->SetMaterialData(i, std::move(matData));
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@ -122,7 +122,7 @@ namespace Nz
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bool bValue;
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String strVal;
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if (matData.GetBooleanParameter(MaterialData::CustomDefined, &bValue) && bValue)
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if (matData.HasParameter(MaterialData::CustomDefined))
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{
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Color colorVal;
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float fValue;
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@ -160,9 +160,10 @@ namespace Nz
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const StaticMesh* staticMesh = static_cast<const StaticMesh*>(mesh.GetSubMesh(i));
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std::size_t triangleCount = staticMesh->GetTriangleCount();
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std::size_t vertexCount = staticMesh->GetVertexCount();
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meshes[i].faces.resize(triangleCount);
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meshes[i].material = staticMesh->GetMaterialIndex();
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meshes[i].name = "mesh_" + String::Number(i);
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meshes[i].vertices.resize(triangleCount * 3);
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{
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