preserve UV Stream names in FBX files
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@@ -598,8 +598,11 @@ static void WriteDump(const char *pFile, const char *cmd, const aiScene *scene,
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if (!mesh->mTextureCoords[a])
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break;
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ioprintf(io, "\t\t<TextureCoords num=\"%u\" set=\"%u\" num_components=\"%u\"> \n", mesh->mNumVertices,
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a, mesh->mNumUVComponents[a]);
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ioprintf(io, "\t\t<TextureCoords num=\"%u\" set=\"%u\" name=\"%s\" num_components=\"%u\"> \n",
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mesh->mNumVertices,
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a,
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mesh->mTextureCoordsNames[a].C_Str(),
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mesh->mNumUVComponents[a]);
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if (!shortened) {
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if (mesh->mNumUVComponents[a] == 3) {
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