Now supporting multiple material per mesh. Simon changed glDrawElementsBaseVertex to glDrawElements in DrawFinalPass.cpp Hallelulijah!
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@@ -67,9 +67,9 @@ public:
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out << "IndexStart: " << IndexStart << endl;
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out << "IndexEnd: " << IndexEnd << endl;
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out << "ColorMapFile length: " << ColorMapFileLength << endl;
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if (ColorMapFileLength > 0)
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out << "ColorMapFile: " << ColorMapFile << endl;
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if (NormalMapFileLength > 0)
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out << "NormalMapFile: " << NormalMapFile << endl;
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@@ -86,7 +86,7 @@ class Material
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public:
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Material() {};
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~Material() {};
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std::vector<MaterialNode>* DoIt();
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std::vector<MaterialNode>* DoIt(Mesh mesh);
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std::vector<std::string>* TexturePaths();
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private:
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MPlug m_Plug;
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