* Fix WMO Loader after recent changes
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1207e77f87
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@ -137,7 +137,7 @@ DEBUG(logdev("Reading Chunk: %s size %u", (char*)fourcc,size));
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for(u32 i =0;i<WMOMTexDefinition.size();i++)
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for(u32 i =0;i<WMOMTexDefinition.size();i++)
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{
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{
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texNameSize = WMOMTexDefinition[i].endNameIndex-WMOMTexDefinition[i].startNameIndex; tempTexName.resize(texNameSize);
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texNameSize = WMOMTexDefinition[i].endNameIndex-WMOMTexDefinition[i].startNameIndex; tempTexName.resize(texNameSize);
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MeshFile->seek(textureOffset+WMOMTexDefinition[i].startNameIndex);
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MeshFile->seek(textureOffset+WMOMTexDefinition[i].startNameIndex);
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MeshFile->read((void*)tempTexName.c_str(),WMOMTexDefinition[i].endNameIndex-WMOMTexDefinition[i].startNameIndex);
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MeshFile->read((void*)tempTexName.c_str(),WMOMTexDefinition[i].endNameIndex-WMOMTexDefinition[i].startNameIndex);
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DEBUG(logdev("Texture %u: %s",i,tempTexName.c_str()));
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DEBUG(logdev("Texture %u: %s",i,tempTexName.c_str()));
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@ -274,7 +274,7 @@ for(u32 i=0;i<submeshes.size();i++)//The mesh has to be split into submeshes bec
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{
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{
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if(WMOMTexData[lastindex].textureID!=255)
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if(WMOMTexData[lastindex].textureID!=255)
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{
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{
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scene::SSkinMeshBuffer *MeshBuffer = Mesh->createBuffer();
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scene::SSkinMeshBuffer *MeshBuffer = Mesh->createBuffer(0);
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//Put the Indices and Vertices of the Submesh into a mesh buffer
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//Put the Indices and Vertices of the Submesh into a mesh buffer
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for(u32 j=lastindex;j<submeshes[i];j++)
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for(u32 j=lastindex;j<submeshes[i];j++)
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