Splatmapping now working.
Rendering pipleline now support 3 different types of Material: Basic: a material with a single color on every property (diffuse, specular, ect). SingleTextures: a material with a single texture in all or any property. Have a single color on the rest. SplatMapping: has a SplatMap and 0 to 5 different textures to every property. Properties with o texture uses a single color insted. All materials with a texture has a UVRepeat, telling how many time to till in U and in V. modelJobs now uses ShadeID, ModelID and TextureID for the Hash insted of only Texture MayaExported exports 3 differnt types of material, the same as the piplen now supports.
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@@ -14,7 +14,7 @@ private:
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public:
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~Model();
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const std::vector<RawModel::MaterialGroup>& MaterialGroups() const { return m_RawModel->MaterialGroups; }
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const std::vector<RawModel::MaterialProperties>& MaterialGroups() const { return m_RawModel->m_Materials; }
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const glm::mat4& Matrix() const { return m_RawModel->m_Matrix; }
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const RawModel::Vertex* Vertices() const { return m_RawModel->Vertices(); }
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unsigned int NumberOfVertices() const { return m_RawModel->NumVertices(); }
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