Collada exporter: bind uv channels with <bind_vertex_input>.
When there are multiple uv channels used by multiple textures, <bind_vertex_input> specifies what channels to use. Without <bind_vertex_input>, at least some importers are unable to match channels to textures.pull/732/head
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@ -875,6 +875,11 @@ void ColladaExporter::WriteGeometry( size_t pIndex)
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mOutput << startstr << "<polylist count=\"" << countPoly << "\" material=\"defaultMaterial\">" << endstr;
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PushTag();
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mOutput << startstr << "<input offset=\"0\" semantic=\"VERTEX\" source=\"#" << idstrEscaped << "-vertices\" />" << endstr;
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for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a )
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{
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if( mesh->HasTextureCoords( a) )
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mOutput << startstr << "<input offset=\"0\" semantic=\"TEXCOORD\" source=\"#" << idstrEscaped << "-tex" << a << "\" set=\"" << a << "\" />" << endstr;
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}
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mOutput << startstr << "<vcount>";
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for( size_t a = 0; a < mesh->mNumFaces; ++a )
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@ -1070,7 +1075,18 @@ void ColladaExporter::WriteNode(aiNode* pNode)
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PushTag();
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mOutput << startstr << "<technique_common>" << endstr;
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PushTag();
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mOutput << startstr << "<instance_material symbol=\"defaultMaterial\" target=\"#" << XMLEscape(materials[mesh->mMaterialIndex].name) << "\" />" << endstr;
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mOutput << startstr << "<instance_material symbol=\"defaultMaterial\" target=\"#" << XMLEscape(materials[mesh->mMaterialIndex].name) << "\">" << endstr;
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PushTag();
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for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a )
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{
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if( mesh->HasTextureCoords( a) )
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// semantic as in <texture texcoord=...>
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// input_semantic as in <input semantic=...>
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// input_set as in <input set=...>
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mOutput << startstr << "<bind_vertex_input semantic=\"CHANNEL" << a << "\" input_semantic=\"TEXCOORD\" input_set=\"" << a << "\"/>" << endstr;
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}
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PopTag();
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mOutput << startstr << "</instance_material>" << endstr;
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PopTag();
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mOutput << startstr << "</technique_common>" << endstr;
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PopTag();
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