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@@ -573,7 +573,6 @@ String OpenAssetImporter::GetMeshMaterialName(aiMesh* mesh)
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aiMaterial* material = scene_->mMaterials[mesh->mMaterialIndex];
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aiString matNameStr;
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material->Get(AI_MATKEY_NAME, matNameStr);
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-
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String matName = SanitateAssetName(FromAIString(matNameStr));
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if (matName.Trimmed().Empty())
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matName = GenerateMaterialName(material);
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@@ -912,15 +911,8 @@ void OpenAssetImporter::SetOveriddenFlags(VariantMap& aiFlagParameters)
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else if (itr->first_ == "IncludeNonSkinningBones")
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includeNonSkinningBonesDefault_ = itr->second_.GetBool();
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else if (itr->first_ == "useVertexColors")
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- {
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- PrintLine("*** GOT VERTEX SETTING ***");
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-
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useVertexColors_ = itr->second_.GetBool();
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- if(useVertexColors_) PrintLine("**** VERTEX TRUE ****");
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- else PrintLine("**** VERTEX FALSE ****");
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- }
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-
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itr++;
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}
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@@ -1246,16 +1238,12 @@ bool OpenAssetImporter::BuildAndSaveMaterial(aiMaterial* material, HashSet<Strin
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if (material->Get(AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0), stringVal) == AI_SUCCESS)
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diffuseTexName = GetFileNameAndExtension(FromAIString(stringVal));
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-
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if (material->Get(AI_MATKEY_TEXTURE(aiTextureType_NORMALS, 0), stringVal) == AI_SUCCESS)
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normalTexName = GetFileNameAndExtension(FromAIString(stringVal));
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-
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if (material->Get(AI_MATKEY_TEXTURE(aiTextureType_SPECULAR, 0), stringVal) == AI_SUCCESS)
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specularTexName = GetFileNameAndExtension(FromAIString(stringVal));
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-
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if (material->Get(AI_MATKEY_TEXTURE(aiTextureType_LIGHTMAP, 0), stringVal) == AI_SUCCESS)
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specularTexName = GetFileNameAndExtension(FromAIString(stringVal));
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-
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if (material->Get(AI_MATKEY_TEXTURE(aiTextureType_EMISSIVE, 0), stringVal) == AI_SUCCESS)
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emissiveTexName = GetFileNameAndExtension(FromAIString(stringVal));
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