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@ -205,7 +205,7 @@ public:
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{
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if((mask & Mask::IOM_FACECOLOR) || (mask & Mask::IOM_WEDGTEXCOORD) || (mask & Mask::IOM_VERTTEXCOORD))
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{
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int index = Materials<SaveMeshType>::CreateNewMaterial(m,materialVec,material_num,fi);
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int index = (*fi).mInd;
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if(index == (int)materialVec.size())//inserts a new element material
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{
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@ -51,6 +51,8 @@ namespace vcg {
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template <class OpenMeshType>
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class ImporterOBJ
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{
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private:
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std::vector<Material> materials;
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public:
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static int &MRGBLineCount(){static int _MRGBLineCount=0; return _MRGBLineCount;}
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@ -113,6 +115,7 @@ namespace vcg {
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int tInd;
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bool edge[3];// useless if the face is a polygon, no need to have variable length array
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Color4b c;
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int mInd;
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};
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struct ObjEdge
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@ -254,7 +257,9 @@ namespace vcg {
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stream.close();
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return E_CANTOPEN;
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}
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std::vector<Material> materials; // materials vector
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typename OpenMeshType::template PerMeshAttributeHandle<std::vector<Material>> hMaterial =
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vcg::tri::Allocator<OpenMeshType>:: template GetPerMeshAttribute<std::vector<Material>>(m, std::string("materials"));
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std::vector<Material> materials = hMaterial(); // materials vector
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std::vector<ObjTexCoord> texCoords; // texture coordinates
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std::vector<CoordType> normals; // vertex normals
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std::vector<ObjIndexedFace> indexedFaces;
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@ -585,6 +590,8 @@ namespace vcg {
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// assigning face color
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if( oi.mask & vcg::tri::io::Mask::IOM_FACECOLOR) ff.c = currentColor;
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ff.mInd = currentMaterialIdx;
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++numTriangles;
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indexedFaces.push_back(ff);
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}
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