OgreImporter: Continue cleanup.
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@@ -110,12 +110,12 @@ void OgreImporter::InternReadFile(const std::string &pFile, aiScene *pScene, Ass
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throw DeadlyImportError("Root node is not <mesh> but <" + string(reader->getNodeName()) + ">");
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// Node names
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string nnSharedGeometry = "sharedgeometry";
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string nnVertexBuffer = "vertexbuffer";
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string nnSubMeshes = "submeshes";
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string nnSubMesh = "submesh";
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string nnSubMeshNames = "submeshnames";
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string nnSkeletonLink = "skeletonlink";
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const string nnSharedGeometry = "sharedgeometry";
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const string nnVertexBuffer = "vertexbuffer";
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const string nnSubMeshes = "submeshes";
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const string nnSubMesh = "submesh";
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const string nnSubMeshNames = "submeshnames";
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const string nnSkeletonLink = "skeletonlink";
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// -------------------- Shared Geometry --------------------
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// This can be used to share geometry between submeshes
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@@ -123,7 +123,7 @@ void OgreImporter::InternReadFile(const std::string &pFile, aiScene *pScene, Ass
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NextNode(reader.get());
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if (CurrentNodeNameEquals(reader, nnSharedGeometry))
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{
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DefaultLogger::get()->debug("Reading shader geometry");
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DefaultLogger::get()->debug("Reading shared geometry");
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unsigned int NumVertices = GetAttribute<unsigned int>(reader.get(), "vertexcount");
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NextNode(reader.get());
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@@ -147,15 +147,16 @@ void OgreImporter::InternReadFile(const std::string &pFile, aiScene *pScene, Ass
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// Just a index in a array, we add a mesh in each loop cycle, so we get indicies like 0, 1, 2 ... n;
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// so it is important to do this before pushing the mesh in the vector!
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/// @todo Not sure if this really is needed, refactor out if possible.
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submesh->MaterialIndex = subMeshes.size();
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subMeshes.push_back(boost::shared_ptr<SubMesh>(submesh));
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// Load the Material:
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aiMaterial* MeshMat = LoadMaterial(submesh->MaterialName);
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// Set the Material:
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materials.push_back(MeshMat);
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/** @todo What is the correct way of handling empty ref here.
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Does Assimp require there to be a valid material index for each mesh,
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even if its a dummy material. */
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aiMaterial* material = LoadMaterial(submesh->MaterialName);
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materials.push_back(material);
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}
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if (subMeshes.empty())
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