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Fixed #225
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9b1e3435d6
commit
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@ -941,15 +941,7 @@ namespace AssetStudio
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}
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#endregion
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#region Colors
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if (m_Mesh.m_Colors == null || m_Mesh.m_Colors.Length == 0)
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{
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colorData = new Vector4[m_Mesh.m_VertexCount];
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for (int c = 0; c < m_Mesh.m_VertexCount; c++)
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{
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colorData[c] = new Vector4(0.5f, 0.5f, 0.5f, 1.0f);
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}
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}
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else if (m_Mesh.m_Colors.Length == m_Mesh.m_VertexCount * 3)
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if (m_Mesh.m_Colors != null && m_Mesh.m_Colors.Length == m_Mesh.m_VertexCount * 3)
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{
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colorData = new Vector4[m_Mesh.m_VertexCount];
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for (int c = 0; c < m_Mesh.m_VertexCount; c++)
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@ -961,7 +953,7 @@ namespace AssetStudio
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1.0f);
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}
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}
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else
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else if (m_Mesh.m_Colors != null && m_Mesh.m_Colors.Length == m_Mesh.m_VertexCount * 4)
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{
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colorData = new Vector4[m_Mesh.m_VertexCount];
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for (int c = 0; c < m_Mesh.m_VertexCount; c++)
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@ -973,6 +965,14 @@ namespace AssetStudio
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m_Mesh.m_Colors[c * 4 + 3]);
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}
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}
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else
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{
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colorData = new Vector4[m_Mesh.m_VertexCount];
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for (int c = 0; c < m_Mesh.m_VertexCount; c++)
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{
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colorData[c] = new Vector4(0.5f, 0.5f, 0.5f, 1.0f);
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}
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}
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#endregion
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glControl1.Visible = true;
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createVAO();
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@ -803,7 +803,7 @@ namespace AssetStudio
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#endregion
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#region Colors
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if ((bool)Properties.Settings.Default["exportColors"] && m_Mesh.m_Colors != null && m_Mesh.m_Colors.Length > 0)
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if ((bool)Properties.Settings.Default["exportColors"] && m_Mesh.m_Colors != null && (m_Mesh.m_Colors.Length == m_Mesh.m_VertexCount * 3 || m_Mesh.m_Colors.Length == m_Mesh.m_VertexCount * 4))
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{
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ob.Append("\n\t\tLayerElementColor: 0 {");
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ob.Append("\n\t\t\tVersion: 101");
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@ -270,7 +270,7 @@ namespace AssetStudio
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ImportedMaterial iMat = ConvertMaterial(mat);
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iSubmesh.Material = iMat.Name;
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iSubmesh.VertexList = new List<ImportedVertex>((int)submesh.vertexCount);
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var vertexColours = mesh.m_Colors != null && mesh.m_Colors.Length > 0;
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var vertexColours = mesh.m_Colors != null && (mesh.m_Colors.Length == mesh.m_VertexCount * 3 || mesh.m_Colors.Length == mesh.m_VertexCount * 4);
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for (var j = mesh.m_SubMeshes[i].firstVertex; j < mesh.m_SubMeshes[i].firstVertex + mesh.m_SubMeshes[i].vertexCount; j++)
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{
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var iVertex = vertexColours ? new ImportedVertexWithColour() : new ImportedVertex();
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