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ad52c5c5f6
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a5524ffcd9
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@ -92,9 +92,8 @@ void TextureTransformStep::PreProcessUVTransform(STransformVecInfo& info)
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* are applied is - as always - scaling, rotation, translation.
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*/
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char szTemp[512];
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int rounded = 0;
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int rounded;
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char szTemp[512];
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/* Optimize the rotation angle. That's slightly difficult as
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* we have an inprecise floating-point number (when comparing
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@ -185,7 +184,6 @@ void TextureTransformStep::PreProcessUVTransform(STransformVecInfo& info)
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info.mTranslation.y = out;
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}
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}
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return;
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}
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// ------------------------------------------------------------------------------------------------
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@ -428,7 +426,7 @@ void TextureTransformStep::Execute( aiScene* pScene)
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// at the end of the list
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bool ref[AI_MAX_NUMBER_OF_TEXTURECOORDS];
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for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n)
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ref[n] = (!mesh->mTextureCoords[n] ? true : false);
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ref[n] = !mesh->mTextureCoords[n];
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for (it = trafo.begin();it != trafo.end(); ++it)
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ref[(*it).uvIndex] = true;
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