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@@ -817,7 +817,7 @@ load_mesh(size_t index) {
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GeomVertexWriter vertex (vdata, InternalName::get_vertex());
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for (size_t i = 0; i < mesh.mNumVertices; ++i) {
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const aiVector3D &vec = mesh.mVertices[i];
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- vertex.add_data3(vec.x, vec.y, vec.z);
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+ vertex.set_data3(vec.x, vec.y, vec.z);
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}
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// Now the normals, if any.
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@@ -825,7 +825,7 @@ load_mesh(size_t index) {
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GeomVertexWriter normal (vdata, InternalName::get_normal());
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for (size_t i = 0; i < mesh.mNumVertices; ++i) {
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const aiVector3D &vec = mesh.mNormals[i];
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- normal.add_data3(vec.x, vec.y, vec.z);
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+ normal.set_data3(vec.x, vec.y, vec.z);
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}
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}
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@@ -834,7 +834,7 @@ load_mesh(size_t index) {
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GeomVertexWriter color (vdata, InternalName::get_color());
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for (size_t i = 0; i < mesh.mNumVertices; ++i) {
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const aiColor4D &col = mesh.mColors[0][i];
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- color.add_data4(col.r, col.g, col.b, col.a);
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+ color.set_data4(col.r, col.g, col.b, col.a);
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}
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}
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@@ -844,7 +844,7 @@ load_mesh(size_t index) {
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GeomVertexWriter texcoord0 (vdata, InternalName::get_texcoord());
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for (size_t i = 0; i < mesh.mNumVertices; ++i) {
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const aiVector3D &vec = mesh.mTextureCoords[0][i];
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- texcoord0.add_data3(vec.x, vec.y, vec.z);
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+ texcoord0.set_data3(vec.x, vec.y, vec.z);
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}
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for (unsigned int u = 1; u < num_uvs; ++u) {
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ostringstream out;
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@@ -852,7 +852,7 @@ load_mesh(size_t index) {
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GeomVertexWriter texcoord (vdata, InternalName::get_texcoord_name(out.str()));
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for (size_t i = 0; i < mesh.mNumVertices; ++i) {
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const aiVector3D &vec = mesh.mTextureCoords[u][i];
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- texcoord.add_data3(vec.x, vec.y, vec.z);
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+ texcoord.set_data3(vec.x, vec.y, vec.z);
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}
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}
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}
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@@ -864,8 +864,8 @@ load_mesh(size_t index) {
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for (size_t i = 0; i < mesh.mNumVertices; ++i) {
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const aiVector3D &tvec = mesh.mTangents[i];
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const aiVector3D &bvec = mesh.mBitangents[i];
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- tangent.add_data3(tvec.x, tvec.y, tvec.z);
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- binormal.add_data3(bvec.x, bvec.y, bvec.z);
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+ tangent.set_data3(tvec.x, tvec.y, tvec.z);
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+ binormal.set_data3(bvec.x, bvec.y, bvec.z);
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}
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}
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@@ -879,7 +879,7 @@ load_mesh(size_t index) {
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for (size_t j = 0; j < bone_weights[i].size(); ++j) {
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tblend.add_transform(bone_weights[i][j].joint_vertex_xform, bone_weights[i][j].weight);
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}
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- transform_blend.add_data1i(tbtable->add_blend(tblend));
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+ transform_blend.set_data1i(tbtable->add_blend(tblend));
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}
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tbtable->set_rows(SparseArray::lower_on(vdata->get_num_rows()));
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