* Add capability to switch single submeshes on and off for debug purposes
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57e8d3e844
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@ -1424,6 +1424,7 @@ void CM2Mesh::newAnimation(u32 id, s32 start, s32 end, f32 probability)
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Animations.push_back(a);
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Animations.push_back(a);
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}
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}
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// Switch Geosets on and off
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void CM2Mesh::setGeoSetRender(u32 id, bool render)//this sets the render status for a geoset ID
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void CM2Mesh::setGeoSetRender(u32 id, bool render)//this sets the render status for a geoset ID
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{
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{
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for(u16 i = 0; i < GeoSetID.size(); i++)
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for(u16 i = 0; i < GeoSetID.size(); i++)
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@ -1435,6 +1436,15 @@ void CM2Mesh::setGeoSetRender(u32 id, bool render)//this sets the render status
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}
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}
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};
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};
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//DEBUG FUNCTION: Switch submeshes on and off
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void CM2Mesh::setMBRender(u32 id, bool render)//this sets the render status for a geoset ID
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{
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if(GeoSetRender.size()>id)
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{
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GeoSetRender[id]=render;
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}
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};
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bool CM2Mesh::getGeoSetRender(u32 meshbufferNumber)//This gets the render status for a specific mesh buffer
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bool CM2Mesh::getGeoSetRender(u32 meshbufferNumber)//This gets the render status for a specific mesh buffer
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@ -153,6 +153,7 @@ namespace scene
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void newAnimation(u32 id, s32 start, s32 end, f32 probability);
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void newAnimation(u32 id, s32 start, s32 end, f32 probability);
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//Retrieve geoset rendering information
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//Retrieve geoset rendering information
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void setGeoSetRender(u32 id, bool render);
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void setGeoSetRender(u32 id, bool render);
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void setMBRender(u32 id, bool render);
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bool getGeoSetRender(u32 meshbufferNumber);
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bool getGeoSetRender(u32 meshbufferNumber);
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private:
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private:
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