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fix textures UV. drop leftovers. properly map material_lo.
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@@ -134,7 +134,7 @@ public static class MshViewportLoader
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var outIndices = new List<uint>();
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var batchTriangleCount = 0;
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var material = materialLibrary.FindMaterial(batch.MaterialIndex) ?? ViewportMaterial.Untextured;
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var material = materialLibrary.FindMaterial(batch.MaterialIndexLo) ?? ViewportMaterial.Untextured;
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var vertexColor = material.HasTexture ? Vector3.One : debugColor;
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for (var i = 0; i + 2 < batch.IndexCount0x06; i += 3)
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@@ -156,7 +156,7 @@ public static class MshViewportLoader
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normal = Vector3.UnitY;
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else
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normal = Vector3.Normalize(normal);
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AddTriangleVertex(p0, vertexColor, normal, GetUv(uvs, vertexIndex0), vertices, outIndices, ref boundsMin, ref boundsMax);
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AddTriangleVertex(p1, vertexColor, normal, GetUv(uvs, vertexIndex1), vertices, outIndices, ref boundsMin, ref boundsMax);
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AddTriangleVertex(p2, vertexColor, normal, GetUv(uvs, vertexIndex2), vertices, outIndices, ref boundsMin, ref boundsMax);
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@@ -183,7 +183,7 @@ public static class MshViewportLoader
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return Vector2.Zero;
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var uv = uvs[vertexIndex];
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return new Vector2(uv.U / 1024.0f, 1.0f - uv.V / 1024.0f);
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return new Vector2(uv.U / 1024.0f, uv.V / 1024.0f);
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}
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private static Vector3 ToNumericsVector3(Common.Vector3 position)
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