small refactor
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3fd845e5b7
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4001b5aa34
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@ -73,21 +73,20 @@ public:
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if(propName=="")
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propName=attrName;
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PropDescriptor p;
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p.propname=propName;
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p.stotype1 = propertyType;
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p.memtype1 = propertyType;
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if (elemType == 0){ //vertex
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VertDescriptorVec.push_back(PropDescriptor());
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VertAttrNameVec.push_back(attrName);
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VertDescriptorVec.back().elemname="vertex";
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VertDescriptorVec.back().propname=propName;
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VertDescriptorVec.back().stotype1 = propertyType;
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VertDescriptorVec.back().memtype1 = propertyType;
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p.elemname="vertex";
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VertDescriptorVec.push_back(p);
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}
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else if (elemType == 1){ //face
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FaceDescriptorVec.push_back(PropDescriptor());
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FaceAttrNameVec.push_back(attrName);
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FaceDescriptorVec.back().elemname="face";
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FaceDescriptorVec.back().propname=propName;
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FaceDescriptorVec.back().stotype1 = propertyType;
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FaceDescriptorVec.back().memtype1 = propertyType;
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p.elemname="face";
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FaceDescriptorVec.push_back(p);
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}
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}
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@ -117,7 +116,6 @@ public:
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AddPerElemFloatAttribute(1,attrName,propName);
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}
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/* Note that saving a per vertex point3 attribute is a mess.
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* Actually require to allocate 3 float attribute and save them. And they are never deallocated... */
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template<class MeshType>
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