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@@ -160,23 +160,23 @@ namespace BansheeEngine
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mTestShader = Importer::instance().import<Shader>(testShaderLoc);
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- gResources().save(mTestShader, L"C:\\testShader.asset", true);
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+ gResources().save(mTestShader, L"E:\\testShader.asset", true);
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gResources().unload(mTestShader);
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- mTestShader = gResources().load<Shader>(L"C:\\testShader.asset");
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+ mTestShader = gResources().load<Shader>(L"E:\\testShader.asset");
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mTestMaterial = Material::create(mTestShader);
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mTestTexRef = static_resource_cast<Texture>(Importer::instance().import(RUNTIME_DATA_PATH + L"Examples\\Dragon.tga"));
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mDbgMeshRef = static_resource_cast<Mesh>(Importer::instance().import(RUNTIME_DATA_PATH + L"Examples\\Dragon.fbx"));
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- gResources().save(mTestTexRef, L"C:\\ExportTest.tex", true);
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- gResources().save(mDbgMeshRef, L"C:\\ExportMesh.mesh", true);
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+ gResources().save(mTestTexRef, L"E:\\ExportTest.tex", true);
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+ gResources().save(mDbgMeshRef, L"E:\\ExportMesh.mesh", true);
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gResources().unload(mTestTexRef);
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gResources().unload(mDbgMeshRef);
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- mTestTexRef = static_resource_cast<Texture>(gResources().loadAsync(L"C:\\ExportTest.tex"));
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- mDbgMeshRef = static_resource_cast<Mesh>(gResources().loadAsync(L"C:\\ExportMesh.mesh"));
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+ mTestTexRef = static_resource_cast<Texture>(gResources().loadAsync(L"E:\\ExportTest.tex"));
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+ mDbgMeshRef = static_resource_cast<Mesh>(gResources().loadAsync(L"E:\\ExportMesh.mesh"));
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mDbgMeshRef.blockUntilLoaded();
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mDbgMeshRef->blockUntilCoreInitialized();
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@@ -184,14 +184,14 @@ namespace BansheeEngine
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mTestTexRef->blockUntilCoreInitialized();
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mTestMaterial->setTexture("tex", mTestTexRef);
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- gResources().save(mTestShader, L"C:\\ExportShader.asset", true);
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- gResources().save(mTestMaterial, L"C:\\ExportMaterial.mat", true);
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+ gResources().save(mTestShader, L"E:\\ExportShader.asset", true);
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+ gResources().save(mTestMaterial, L"E:\\ExportMaterial.mat", true);
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gResources().unload(mTestMaterial);
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gResources().unload(mTestShader);
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- mTestShader = gResources().load<Shader>(L"C:\\ExportShader.asset");
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- mTestMaterial = gResources().load<Material>(L"C:\\ExportMaterial.mat");
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+ mTestShader = gResources().load<Shader>(L"E:\\ExportShader.asset");
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+ mTestMaterial = gResources().load<Material>(L"E:\\ExportMaterial.mat");
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testRenderable->setMesh(mDbgMeshRef);
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testRenderable->setMaterial(0, mTestMaterial);
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