Brownian motion particle system implementation in progress (for dust environment effects)
Fixed bug in KRImport that caused long material names to become corrupted --HG-- extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%40150
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@@ -114,7 +114,7 @@ void KRModel::loadPack(KRDataBlock *data) {
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void KRModel::render(KRCamera *pCamera, KRContext *pContext, const KRViewport &viewport, KRMat4 &matModel, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRTexture *pLightMap, KRNode::RenderPass renderPass) {
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//fprintf(stderr, "Rendering model: %s\n", m_name.c_str());
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if(renderPass != KRNode::RENDER_PASS_FLARES) {
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if(renderPass != KRNode::RENDER_PASS_ADDITIVE_PARTICLES) {
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if(m_materials.size() == 0) {
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vector<KRModel::Submesh *> submeshes = getSubmeshes();
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@@ -303,7 +303,7 @@ void KRModel::LoadData(std::vector<KRVector3> vertices, std::vector<KRVector2> u
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pack_material *pPackMaterial = pPackMaterials + iMaterial;
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pPackMaterial->start_vertex = submesh_starts[iMaterial];
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pPackMaterial->vertex_count = submesh_lengths[iMaterial];
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strncpy(pPackMaterial->szName, material_names[iMaterial].c_str(), 63);
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strncpy(pPackMaterial->szName, material_names[iMaterial].c_str(), 256);
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}
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bool bFirstVertex = true;
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