FBX File Import - Materials and texture map names now imported
--HG-- extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%4021
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@@ -48,7 +48,7 @@ KRModel *KRInstance::getModel() {
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return m_pModel;
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}
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void KRInstance::render(KRCamera *pCamera, KRMaterialManager *pMaterialManager, bool bRenderShadowMap, KRMat4 &viewMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers) {
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void KRInstance::render(KRCamera *pCamera, KRMaterialManager *pMaterialManager, bool bRenderShadowMap, KRMat4 &viewMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRShaderManager *pShaderManager, KRTextureManager *pTextureManager) {
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KRMat4 projectionMatrix;
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if(!bRenderShadowMap) {
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@@ -62,7 +62,7 @@ void KRInstance::render(KRCamera *pCamera, KRMaterialManager *pMaterialManager,
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KRVector3 cameraPosObject = inverseModelMatrix.dot(cameraPosition);
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KRVector3 lightDirObject = inverseModelMatrix.dot(lightDirection);
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m_pModel->render(pCamera, pMaterialManager, bRenderShadowMap, mvpmatrix, cameraPosObject, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers);
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m_pModel->render(pCamera, pMaterialManager, bRenderShadowMap, mvpmatrix, cameraPosObject, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers, pShaderManager, pTextureManager);
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}
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