Utility/OBJSaver: Fix multiple materials saving
Former-commit-id: 18d8c235a58fc627bcc4ecbbe5cfcd8fcdf00014 [formerly 358b88c21f73a36051baed60a943643c3ae9b03c] Former-commit-id: c1f89cb0f375db6c68048f0bc8e857306b6ca034
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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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