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OBJ Exporter: fixed a crash when trying to export geometry with missing textures
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parent
c333501f34
commit
6705f261a6
1 changed files with 12 additions and 5 deletions
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@ -106,6 +106,9 @@ namespace CodeImp.DoomBuilder.BuilderModes.IO
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Obj = string.Empty;
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Textures = null;
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Flats = null;
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if (ExportForGZDoom)
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SkipTextures.Add("-");
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}
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}
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@ -393,7 +396,7 @@ namespace CodeImp.DoomBuilder.BuilderModes.IO
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}
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//sort geometry
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List<Dictionary<string, List<WorldVertex[]>>> geometryByTexture = SortGeometry(visualSectors, data.SkipTextures);
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List<Dictionary<string, List<WorldVertex[]>>> geometryByTexture = SortGeometry(visualSectors, data.SkipTextures, !data.ExportForGZDoom);
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//restore vm settings
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if(renderingEffectsDisabled) mode.ToggleEnhancedRendering();
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@ -427,14 +430,18 @@ namespace CodeImp.DoomBuilder.BuilderModes.IO
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data.Valid = true;
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}
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private static List<Dictionary<string, List<WorldVertex[]>>> SortGeometry(List<BaseVisualSector> visualSectors, List<string>skipTextures)
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private static List<Dictionary<string, List<WorldVertex[]>>> SortGeometry(List<BaseVisualSector> visualSectors, List<string>skipTextures, bool defaultOnMissingTextures)
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{
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var texturegeo = new Dictionary<string, List<WorldVertex[]>>(StringComparer.Ordinal);
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//texturegeo.Add(DEFAULT, new List<WorldVertex[]>());
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var flatgeo = new Dictionary<string, List<WorldVertex[]>>(StringComparer.Ordinal);
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//flatgeo.Add(DEFAULT, new List<WorldVertex[]>());
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foreach(BaseVisualSector vs in visualSectors)
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if (defaultOnMissingTextures)
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{
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texturegeo.Add(DEFAULT, new List<WorldVertex[]>());
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flatgeo.Add(DEFAULT, new List<WorldVertex[]>());
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}
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foreach (BaseVisualSector vs in visualSectors)
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{
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//floor
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string texture;
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