[IGfxWorld] Fix material memory (there is still a bug there!)
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24ce44ae52
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@ -16,7 +16,7 @@ namespace Assets
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if (asset->worldDraw.reflectionImages)
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if (asset->worldDraw.reflectionImages)
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{
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{
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for (unsigned int i = 0; i < asset->worldDraw.reflectionProbeCount; i++)
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for (unsigned int i = 0; i < asset->worldDraw.reflectionProbeCount; ++i)
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{
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{
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->worldDraw.reflectionImages[i]->name);
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->worldDraw.reflectionImages[i]->name);
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}
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}
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@ -24,7 +24,7 @@ namespace Assets
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if (asset->worldDraw.lightmaps)
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if (asset->worldDraw.lightmaps)
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{
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{
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for (int i = 0; i < asset->worldDraw.lightmapCount; i++)
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for (int i = 0; i < asset->worldDraw.lightmapCount; ++i)
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{
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{
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if (asset->worldDraw.lightmaps[i].primary)
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if (asset->worldDraw.lightmaps[i].primary)
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{
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{
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@ -60,7 +60,7 @@ namespace Assets
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if (asset->skies)
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if (asset->skies)
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{
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{
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for (unsigned int i = 0; i < asset->skyCount; i++)
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for (unsigned int i = 0; i < asset->skyCount; ++i)
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{
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{
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if (asset->skies[i].skyImage)
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if (asset->skies[i].skyImage)
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{
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{
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@ -71,7 +71,7 @@ namespace Assets
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if (asset->materialMemory)
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if (asset->materialMemory)
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{
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{
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for (int i = 0; i < asset->materialMemoryCount; i++)
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for (int i = 0; i < asset->materialMemoryCount; ++i)
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{
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{
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if (asset->materialMemory[i].material)
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if (asset->materialMemory[i].material)
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{
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{
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@ -89,7 +89,7 @@ namespace Assets
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if (asset->dpvs.surfaces)
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if (asset->dpvs.surfaces)
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{
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{
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for (int i = 0; i < asset->dpvsSurfaceCount; i++)
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for (int i = 0; i < asset->dpvsSurfaceCount; ++i)
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{
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{
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if (asset->dpvs.surfaces[i].material)
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if (asset->dpvs.surfaces[i].material)
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{
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{
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@ -100,7 +100,7 @@ namespace Assets
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if (asset->dpvs.smodelDrawInsts)
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if (asset->dpvs.smodelDrawInsts)
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{
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{
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for (unsigned int i = 0; i < asset->dpvs.smodelCount; i++)
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for (unsigned int i = 0; i < asset->dpvs.smodelCount; ++i)
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{
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{
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if (asset->dpvs.smodelDrawInsts[i].model)
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if (asset->dpvs.smodelDrawInsts[i].model)
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{
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{
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@ -688,7 +688,7 @@ namespace Assets
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Game::MaterialMemory* destMaterialMemoryTable = buffer->dest<Game::MaterialMemory>();
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Game::MaterialMemory* destMaterialMemoryTable = buffer->dest<Game::MaterialMemory>();
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buffer->saveArray(asset->materialMemory, asset->materialMemoryCount);
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buffer->saveArray(asset->materialMemory, asset->materialMemoryCount);
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for (char i = 0; i < asset->materialMemoryCount; ++i)
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for (int i = 0; i < asset->materialMemoryCount; ++i)
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{
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{
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Game::MaterialMemory* destMaterialMemory = &destMaterialMemoryTable[i];
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Game::MaterialMemory* destMaterialMemory = &destMaterialMemoryTable[i];
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Game::MaterialMemory* materialMemory = &asset->materialMemory[i];
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Game::MaterialMemory* materialMemory = &asset->materialMemory[i];
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