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@@ -69,10 +69,10 @@ public final class MaterialContext {
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diffuseShader = DiffuseShader.values()[diff_shader];
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diffuseShader = DiffuseShader.values()[diff_shader];
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if(this.shadeless) {
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if(this.shadeless) {
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- float r = ((Number) structure.getFieldValue("r")).floatValue();
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- float g = ((Number) structure.getFieldValue("g")).floatValue();
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- float b = ((Number) structure.getFieldValue("b")).floatValue();
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- float alpha = ((Number) structure.getFieldValue("alpha")).floatValue();
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+ float r = ((Number) structure.getFieldValue("r")).floatValue();
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+ float g = ((Number) structure.getFieldValue("g")).floatValue();
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+ float b = ((Number) structure.getFieldValue("b")).floatValue();
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+ float alpha = ((Number) structure.getFieldValue("alpha")).floatValue();
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diffuseColor = new ColorRGBA(r, g, b, alpha);
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diffuseColor = new ColorRGBA(r, g, b, alpha);
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specularShader = null;
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specularShader = null;
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@@ -95,8 +95,6 @@ public final class MaterialContext {
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this.shininess = shininess > 0.0f ? shininess : MaterialHelper.DEFAULT_SHININESS;
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this.shininess = shininess > 0.0f ? shininess : MaterialHelper.DEFAULT_SHININESS;
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}
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}
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- float[] diffuseColorArray = new float[] {diffuseColor.r, diffuseColor.g, diffuseColor.b, diffuseColor.a};//TODO: czy trzeba wstawiac te dane?
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-
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mTexs = new ArrayList<Structure>();
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mTexs = new ArrayList<Structure>();
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textures = new ArrayList<Structure>();
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textures = new ArrayList<Structure>();
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@@ -142,6 +140,10 @@ public final class MaterialContext {
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Map<Number, List<Structure[]>> sortedTextures = this.sortAndFilterTextures();
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Map<Number, List<Structure[]>> sortedTextures = this.sortAndFilterTextures();
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loadedTextures = new HashMap<Number, Texture>(sortedTextures.size());
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loadedTextures = new HashMap<Number, Texture>(sortedTextures.size());
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textureToMTexMap = new HashMap<Texture, Structure>();
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textureToMTexMap = new HashMap<Texture, Structure>();
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+ if(sortedTextures.size() > 0) {//texutre covers the material color
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+ diffuseColor.set(1, 1, 1, 1);
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+ }
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+ float[] diffuseColorArray = new float[] {diffuseColor.r, diffuseColor.g, diffuseColor.b, diffuseColor.a};
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TextureHelper textureHelper = blenderContext.getHelper(TextureHelper.class);
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TextureHelper textureHelper = blenderContext.getHelper(TextureHelper.class);
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for(Entry<Number, List<Structure[]>> entry : sortedTextures.entrySet()) {
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for(Entry<Number, List<Structure[]>> entry : sortedTextures.entrySet()) {
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if(entry.getValue().size()>0) {
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if(entry.getValue().size()>0) {
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