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Remove any ref to md2
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@ -57,9 +57,7 @@ namespace scene
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//! Returns the type of the animated mesh.
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/** In most cases it is not necessary to use this method.
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This is useful for making a safe downcast. For example,
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if getMeshType() returns EAMT_MD2 it's safe to cast the
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IAnimatedMesh to IAnimatedMeshMD2.
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This is useful for making a safe downcast.
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\returns Type of the mesh. */
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E_ANIMATED_MESH_TYPE getMeshType() const override
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{
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@ -82,9 +82,7 @@ namespace scene
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virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) = 0;
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//! Returns the type of the meshes.
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/** This is useful for making a safe downcast. For example,
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if getMeshType() returns EAMT_MD2 it's safe to cast the
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IMesh to IAnimatedMeshMD2.
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/** This is useful for making a safe downcast.
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Note: It's no longer just about animated meshes, that name has just historical reasons.
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\returns Type of the mesh */
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virtual E_ANIMATED_MESH_TYPE getMeshType() const
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@ -281,19 +281,6 @@ namespace scene
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* feature. </TD>
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* </TR>
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* <TR>
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* <TD>Quake 2 models (.md2)</TD>
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* <TD>Quake 2 models are characters with morph target
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* animation. Irrlicht can read, display and animate
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* them directly with this importer. </TD>
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* </TR>
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* <TR>
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* <TD>Quake 3 models (.md3)</TD>
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* <TD>Quake 3 models are characters with morph target
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* animation, they contain mount points for weapons and body
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* parts and are typically made of several sections which are
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* manually joined together.</TD>
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* </TR>
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* <TR>
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* <TD>Stanford Triangle (.ply)</TD>
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* <TD>Invented by Stanford University and known as the native
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* format of the infamous "Stanford Bunny" model, this is a
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@ -183,9 +183,9 @@
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*
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* device->setWindowCaption(L"Hello World!");
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*
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* // load and show quake2 .md2 model
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* // load and show b3d model
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* scene::ISceneNode* node = scenemgr->addAnimatedMeshSceneNode(
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* scenemgr->getMesh("quake2model.md2"));
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* scenemgr->getMesh("quake2model.b3d"));
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*
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* // if everything worked, add a texture and disable lighting
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* if (node)
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