Custom Animations should now work. We also save color values if there's no texture.
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@@ -19,15 +19,18 @@ public:
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float ReflectionFactor;
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float SpecularExponent;
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float DiffuseColor[3]{ 1.0f };
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unsigned int ColorMapFileLength = 0;
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std::string ColorMapFile;
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float SpecularColor[3]{ 1.0f };
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unsigned int SpecularMapFileLength = 0;
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std::string SpecularMapFile;
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unsigned int NormalMapFileLength = 0;
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std::string NormalMapFile;
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float IncandescenceColor[3]{ 1.0f };
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unsigned int IncandescenceMapFileLength = 0;
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std::string IncandescenceMapFile;
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@@ -43,6 +46,9 @@ public:
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out.write((char*)&SpecularExponent, sizeof(float));
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out.write((char*)&ReflectionFactor, sizeof(float));
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out.write((char*)&DiffuseColor, sizeof(float) * 3);
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out.write((char*)&SpecularColor, sizeof(float) * 3);
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out.write((char*)&IncandescenceColor, sizeof(float) * 3);
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out.write((char*)&IndexStart, sizeof(unsigned int));
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out.write((char*)&IndexEnd, sizeof(unsigned int));
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@@ -64,6 +70,9 @@ public:
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out << "SpecularExponent: " << SpecularExponent << endl;
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out << "ReflectionFactor: " << ReflectionFactor << endl;
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out << "DiffuseColor: " << DiffuseColor[0] << " " << DiffuseColor[1] << " " << DiffuseColor[2] << endl;
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out << "SpecularColor: " << SpecularColor[0] << " " << SpecularColor[1] << " " << SpecularColor[2] << endl;
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out << "IncandescenceColor: " << IncandescenceColor[0] << " " << IncandescenceColor[1] << " " << IncandescenceColor[2] << endl;
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out << "IndexStart: " << IndexStart << endl;
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out << "IndexEnd: " << IndexEnd << endl;
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