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separate code into library
misc
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@ -487,42 +487,39 @@ namespace AssetStudio
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pMeshNode->AddMaterial(pMat);
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bool hasTexture = false;
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FbxFileTexture* pTextureDiffuse = ExportTexture(ImportedHelpers::FindTexture((String^)mat->Textures[0], imported->TextureList), pMesh);
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FbxFileTexture* pTextureDiffuse = ExportTexture(ImportedHelpers::FindTexture(mat->Textures[0], imported->TextureList), pMesh);
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if (pTextureDiffuse != NULL)
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{
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LinkTexture(mat, 0, pTextureDiffuse, pMat->Diffuse);
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hasTexture = true;
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}
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FbxFileTexture* pTextureAmbient = ExportTexture(ImportedHelpers::FindTexture((String^)mat->Textures[1], imported->TextureList), pMesh);
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FbxFileTexture* pTextureAmbient = ExportTexture(ImportedHelpers::FindTexture(mat->Textures[1], imported->TextureList), pMesh);
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if (pTextureAmbient != NULL)
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{
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LinkTexture(mat, 1, pTextureAmbient, pMat->Ambient);
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hasTexture = true;
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}
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FbxFileTexture* pTextureEmissive = ExportTexture(ImportedHelpers::FindTexture((String^)mat->Textures[2], imported->TextureList), pMesh);
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FbxFileTexture* pTextureEmissive = ExportTexture(ImportedHelpers::FindTexture(mat->Textures[2], imported->TextureList), pMesh);
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if (pTextureEmissive != NULL)
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{
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LinkTexture(mat, 2, pTextureEmissive, pMat->Emissive);
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hasTexture = true;
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}
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FbxFileTexture* pTextureSpecular = ExportTexture(ImportedHelpers::FindTexture((String^)mat->Textures[3], imported->TextureList), pMesh);
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FbxFileTexture* pTextureSpecular = ExportTexture(ImportedHelpers::FindTexture(mat->Textures[3], imported->TextureList), pMesh);
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if (pTextureSpecular != NULL)
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{
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LinkTexture(mat, 3, pTextureSpecular, pMat->Specular);
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hasTexture = true;
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}
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if (mat->Textures->Length > 4)
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FbxFileTexture* pTextureBump = ExportTexture(ImportedHelpers::FindTexture(mat->Textures[4], imported->TextureList), pMesh);
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if (pTextureBump != NULL)
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{
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FbxFileTexture* pTextureBump = ExportTexture(ImportedHelpers::FindTexture((String^)mat->Textures[4], imported->TextureList), pMesh);
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if (pTextureBump != NULL)
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{
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LinkTexture(mat, 4, pTextureBump, pMat->Bump);
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hasTexture = true;
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}
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LinkTexture(mat, 4, pTextureBump, pMat->Bump);
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hasTexture = true;
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}
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if (hasTexture)
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