KRMaterial is now using KRResourceRequest's to load textures
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@@ -321,7 +321,7 @@ void KRModel::preStream(const KRViewport& viewport, std::list<KRResourceRequest>
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for (int i = 0; i < kMeshLODCount; i++) {
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if (m_meshes[i].isBound()) {
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m_meshes[i].get()->preStream(lod_coverage);
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m_meshes[i].get()->preStream(resourceRequests, lod_coverage);
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}
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}
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