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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@@ -43,6 +43,7 @@
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#include "KRVector3.h"
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#import "KRShader.h"
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#import "KRShaderManager.h"
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KRModel::KRModel(std::string path, KRMaterialManager *pMaterialManager) {
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@@ -66,7 +67,7 @@ KRModel::~KRModel() {
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}
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void KRModel::render(KRCamera *pCamera, KRMaterialManager *pMaterialManager, bool bRenderShadowMap, KRMat4 &mvpMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers) {
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void KRModel::render(KRCamera *pCamera, KRMaterialManager *pMaterialManager, bool bRenderShadowMap, KRMat4 &mvpMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRShaderManager *pShaderManager, KRTextureManager *pTextureManager) {
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KRMaterial *pPrevBoundMaterial = NULL;
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int iPrevBuffer = -1;
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char szPrevShaderKey[128];
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@@ -92,7 +93,7 @@ void KRModel::render(KRCamera *pCamera, KRMaterialManager *pMaterialManager, boo
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KRMaterial *pMaterial = m_materials[iSubmesh];
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if(pMaterial != NULL && pMaterial == (*mat_itr)) {
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pMaterial->bind(&pPrevBoundMaterial, szPrevShaderKey, pCamera, mvpMatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers);
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pMaterial->bind(&pPrevBoundMaterial, szPrevShaderKey, pCamera, mvpMatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers, pShaderManager, pTextureManager);
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m_pMesh->renderSubmesh(iSubmesh, &iPrevBuffer);
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}
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}
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