ignore null, bones, shadow mesh and hidden things
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8929717c9f
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@ -306,6 +306,13 @@ void OpenGLController::updateScene()
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for (unsigned int modelIndex = 0; modelIndex < vModels.size(); modelIndex++)
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{
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// skip null, bones, shadowMesh, hidden things (don't increase textrue index!!)
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if (vModels[modelIndex]->type == null ||
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vModels[modelIndex]->type == bone ||
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vModels[modelIndex]->type == shadowMesh ||
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vModels[modelIndex]->renderFlags == 1)
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continue;
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for (auto& segIt : vModels[modelIndex]->segmLst)
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{
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// give texture to the shader
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@ -360,6 +367,10 @@ void OpenGLController::loadMsh(const char * path)
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for (auto& modIt : vModels)
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{
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// don't draw bones, nulls, shadow mesh and hidden things
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if (modIt->type == null || modIt->type == bone || modIt->type == shadowMesh || modIt->renderFlags == 1)
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continue;
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for (auto& segIt : modIt->segmLst)
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{
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for (unsigned int i = 0; i < segIt->meshSize; i++)
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@ -399,6 +410,9 @@ void OpenGLController::loadMsh(const char * path)
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// get textures
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for (auto& modIt : vModels)
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{
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// we don't need textures from null, bones, shadowMesh and hidden things, since they are not displayed
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if (modIt->type == null || modIt->type == bone || modIt->type == shadowMesh || modIt->renderFlags == 1)
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continue;
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for (auto& segIt : modIt->segmLst)
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{
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textureData* tempData = new textureData;
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