[*] Few changes for building using old (or MS) compilers.
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c1a3912b3f
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9d4d0de607
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@ -595,8 +595,9 @@ std::list<unsigned int> mesh_idx;
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///TODO: clean unused vertices. "* 2": in certain cases - mesh full of triangle colors - vert_arr will contain duplicated vertices for
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///TODO: clean unused vertices. "* 2": in certain cases - mesh full of triangle colors - vert_arr will contain duplicated vertices for
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/// colored triangles and initial vertices (for colored vertices) which in real became unused. This part need more thinking about
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/// colored triangles and initial vertices (for colored vertices) which in real became unused. This part need more thinking about
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/// optimisation.
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/// optimisation.
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bool idx_vert_used[VertexCount_Max * 2];
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bool* idx_vert_used;
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idx_vert_used = new bool[VertexCount_Max * 2];
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for(size_t i = 0, i_e = VertexCount_Max * 2; i < i_e; i++) idx_vert_used[i] = false;
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for(size_t i = 0, i_e = VertexCount_Max * 2; i < i_e; i++) idx_vert_used[i] = false;
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// This ID's will be used when set materials ID in scene.
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// This ID's will be used when set materials ID in scene.
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@ -628,6 +629,7 @@ std::list<unsigned int> mesh_idx;
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}// for(size_t idx_ind = 0; idx_ind < face_cur.Face.mNumIndices; idx_ind++)
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}// for(size_t idx_ind = 0; idx_ind < face_cur.Face.mNumIndices; idx_ind++)
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}// for(const SComplexFace& face_cur: face_list_cur)
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}// for(const SComplexFace& face_cur: face_list_cur)
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delete [] idx_vert_used;
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// shrink array
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// shrink array
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texcoord_arr.resize(idx_vert_new);
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texcoord_arr.resize(idx_vert_new);
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}// if(face_list_cur.front().TexMap != nullptr)
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}// if(face_list_cur.front().TexMap != nullptr)
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