Read int from uvwsrc
Previously was reading a uint, which always failed. Since the output was never checked, this seemed to work, and works fine for most models since they only use UV channel 0.
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@@ -559,7 +559,11 @@ void glTF2Exporter::GetMatTex(const aiMaterial &mat, Ref<Texture> &texture, unsi
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aiString tex;
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// Read texcoord (UV map index)
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mat.Get(AI_MATKEY_UVWSRC(tt, slot), texCoord);
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// Note: must be an int to be successful.
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int tmp = 0;
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const auto ok = mat.Get(AI_MATKEY_UVWSRC(tt, slot), tmp);
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if (ok == aiReturn_SUCCESS) texCoord = tmp;
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if (mat.Get(AI_MATKEY_TEXTURE(tt, slot), tex) == AI_SUCCESS) {
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std::string path = tex.C_Str();
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