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fixed #110
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@ -1748,6 +1748,8 @@ namespace Unity_Studio
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public static void ExportMesh(Mesh m_Mesh, string exportPath)
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{
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if (m_Mesh.m_VertexCount <= 0)
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return;
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var sb = new StringBuilder();
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sb.AppendLine("g " + m_Mesh.m_Name);
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#region Vertices
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@ -961,12 +961,11 @@ namespace Unity_Studio
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#region Mesh
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case 43: //Mesh
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{
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glControl1.Visible = true;
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viewMatrixData = Matrix4.CreateRotationY(-(float)Math.PI / 4) * Matrix4.CreateRotationX(-(float)Math.PI / 6);
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var m_Mesh = new Mesh(asset, true);
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if (m_Mesh.m_VertexCount > 0)
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{
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glControl1.Visible = true;
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viewMatrixData = Matrix4.CreateRotationY(-(float)Math.PI / 4) * Matrix4.CreateRotationX(-(float)Math.PI / 6);
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#region Vertices
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int count = 3;
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if (m_Mesh.m_Vertices.Length == m_Mesh.m_VertexCount * 4)
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@ -1095,8 +1094,8 @@ namespace Unity_Studio
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}
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}
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#endregion
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createVAO();
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}
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createVAO();
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StatusStripUpdate("Using OpenGL Version: " + GL.GetString(StringName.Version) + "\n"
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+ "'T'=Start/Stop Rotation | 'WASD'=Manual Rotate | 'Shift WASD'=Move | 'Q/E'=Zoom \n"
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+ "'Ctrl W'=Wireframe | 'Ctrl S'=Shade | 'Ctrl N'=ReNormal ");
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