Fixed PR Quality Review Issues
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@@ -174,15 +174,14 @@ void M3DExporter::doExport (
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// recursive node walker
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void M3DExporter::NodeWalk(const aiNode* pNode, aiMatrix4x4 m)
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{
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unsigned int i, j, k, l, n, mi, idx;
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unsigned int i, j, k, l, n, idx;
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aiMatrix4x4 nm = m * pNode->mTransformation;
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m3dv_t vertex;
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m3dti_t ti;
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for(i = 0; i < pNode->mNumMeshes; i++) {
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const aiMesh *mesh = mScene->mMeshes[pNode->mMeshes[i]];
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mi = (M3D_INDEX)-1U;
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unsigned int mi = (M3D_INDEX)-1U;
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if(mScene->mMaterials) {
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// get the material for this mesh
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mi = addMaterial(mScene->mMaterials[mesh->mMaterialIndex]);
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@@ -263,7 +262,7 @@ uint32_t M3DExporter::mkColor(aiColor4D* c)
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// add a material to the output
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M3D_INDEX M3DExporter::addMaterial(const aiMaterial *mat)
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{
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unsigned int i, j, k, mi = -1U;
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unsigned int i, j, mi = -1U;
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aiColor4D c;
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aiString name;
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ai_real f;
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@@ -290,7 +289,7 @@ M3D_INDEX M3DExporter::addMaterial(const aiMaterial *mat)
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m3d->material[mi].numprop = 0;
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m3d->material[mi].prop = NULL;
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// iterate through the material property table and see what we got
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for(k = 0;
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for(unsigned int k = 0;
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k < sizeof(m3d_propertytypes)/sizeof(m3d_propertytypes[0]);
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k++) {
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if(m3d_propertytypes[k].format == m3dpf_map)
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