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https://github.com/id-Software/DOOM-3-BFG.git
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Astyle
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parent
889f613610
commit
7166b50501
1 changed files with 12 additions and 12 deletions
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@ -227,7 +227,7 @@ MapPolygonMesh* MapPolygonMesh::ConvertFromMeshGltf( const gltfMesh_Primitive* p
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{
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bin.Seek( attrBv->byteStride - ( attrib->elementSize * attrAcc->typeSize ), FS_SEEK_CUR );
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}
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mesh->verts[i].SetColor2( PackColor( vec ) );
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}
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@ -353,23 +353,23 @@ void ResolveLight( gltfData* data, idMapEntity* newEntity, gltfNode* node )
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assert( light );
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newEntity->epairs.SetMatrix("rotation", mat3_default);
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newEntity->epairs.SetVector("_color", light->color);
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newEntity->epairs.SetMatrix( "rotation", mat3_default );
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newEntity->epairs.SetVector( "_color", light->color );
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switch( gltfExt_KHR_lights_punctual::resolveType( light->type ) )
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{
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default:
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common->Warning("Unsupported Light Type");
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common->Warning( "Unsupported Light Type" );
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break;
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case gltfExt_KHR_lights_punctual::Directional:
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{
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common->Warning("KHR_lights_punctual::Directional not implemented");
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common->Warning( "KHR_lights_punctual::Directional not implemented" );
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break;
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}
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case gltfExt_KHR_lights_punctual::Point:
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{
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newEntity->epairs.SetVector("light_radius", idVec3(light->range) );
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newEntity->epairs.Set("texture", "lights/defaultpointlight");
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newEntity->epairs.SetVector( "light_radius", idVec3( light->range ) );
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newEntity->epairs.Set( "texture", "lights/defaultpointlight" );
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break;
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}
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case gltfExt_KHR_lights_punctual::Spot:
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@ -399,22 +399,22 @@ void ResolveEntity( gltfData* data, idMapEntity* newEntity, gltfNode* node )
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{
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const char* classname = node->extras.strPairs.GetString( "classname" );
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if (node->name.Length())
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if( node->name.Length() )
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{
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idStr name;
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idStrList names;
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gltfNode* parent = node->parent;
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while (parent)
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while( parent )
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{
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names.Alloc() = parent->name;
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parent = parent->parent;
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}
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for (int i = names.Num () ; i >= 1 ; i--)
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for( int i = names.Num() ; i >= 1 ; i-- )
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{
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name += names[i-1] + ".";
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name += names[i - 1] + ".";
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}
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newEntity->epairs.Set( "name", name+node->name );
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newEntity->epairs.Set( "name", name + node->name );
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}
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// copy custom properties filled in Blender
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