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synced 2025-07-01 15:50:27 +02:00
Remove unused attribute saving and loading (#86)
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@ -14,7 +14,7 @@
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#include "IAnimatedMeshSceneNode.h"
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#include "CMeshManipulator.h"
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#include "CColorConverter.h"
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#include "IAttributeExchangingObject.h"
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#include "IReferenceCounted.h"
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#include "IRenderTarget.h"
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@ -2000,193 +2000,6 @@ void CNullDriver::swapMaterialRenderers(u32 idx1, u32 idx2, bool swapNames)
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}
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}
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//! Creates material attributes list from a material, usable for serialization and more.
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io::IAttributes* CNullDriver::createAttributesFromMaterial(const video::SMaterial& material,
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io::SAttributeReadWriteOptions* options)
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{
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io::CAttributes* attr = new io::CAttributes(this);
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attr->addEnum("Type", material.MaterialType, sBuiltInMaterialTypeNames);
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attr->addColor("Ambient", material.AmbientColor);
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attr->addColor("Diffuse", material.DiffuseColor);
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attr->addColor("Emissive", material.EmissiveColor);
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attr->addColor("Specular", material.SpecularColor);
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attr->addFloat("Shininess", material.Shininess);
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attr->addFloat("Param1", material.MaterialTypeParam);
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attr->addFloat("Param2", material.MaterialTypeParam2);
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attr->addFloat("Thickness", material.Thickness);
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core::stringc prefix="Texture";
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u32 i;
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for (i=0; i<MATERIAL_MAX_TEXTURES; ++i)
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{
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video::ITexture* texture = material.getTexture(i);
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if (options && (options->Flags&io::EARWF_USE_RELATIVE_PATHS) && options->Filename && texture)
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{
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io::path path = FileSystem->getRelativeFilename(
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FileSystem->getAbsolutePath(material.getTexture(i)->getName()), options->Filename);
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attr->addTexture((prefix+core::stringc(i+1)).c_str(), material.getTexture(i), path);
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}
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else
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{
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attr->addTexture((prefix+core::stringc(i+1)).c_str(), texture);
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}
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}
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attr->addBool("Wireframe", material.Wireframe);
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attr->addBool("PointCloud", material.PointCloud);
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attr->addBool("GouraudShading", material.GouraudShading);
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attr->addBool("Lighting", material.Lighting);
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attr->addEnum("ZWriteEnable", (irr::s32)material.ZWriteEnable, video::ZWriteNames);
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attr->addInt("ZBuffer", material.ZBuffer);
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attr->addBool("BackfaceCulling", material.BackfaceCulling);
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attr->addBool("FrontfaceCulling", material.FrontfaceCulling);
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attr->addBool("FogEnable", material.FogEnable);
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attr->addBool("NormalizeNormals", material.NormalizeNormals);
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attr->addBool("UseMipMaps", material.UseMipMaps);
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attr->addInt("AntiAliasing", material.AntiAliasing);
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attr->addInt("ColorMask", material.ColorMask);
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attr->addInt("ColorMaterial", material.ColorMaterial);
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attr->addInt("BlendOperation", material.BlendOperation);
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attr->addFloat("BlendFactor", material.BlendFactor);
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attr->addInt("PolygonOffsetFactor", material.PolygonOffsetFactor);
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attr->addEnum("PolygonOffsetDirection", material.PolygonOffsetDirection, video::PolygonOffsetDirectionNames);
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attr->addFloat("PolygonOffsetDepthBias", material.PolygonOffsetDepthBias);
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attr->addFloat("PolygonOffsetSlopeScale", material.PolygonOffsetSlopeScale);
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// TODO: Would be nice to have a flag that only serializes rest of texture data when a texture pointer exists.
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prefix = "BilinearFilter";
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for (i=0; i<MATERIAL_MAX_TEXTURES; ++i)
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attr->addBool((prefix+core::stringc(i+1)).c_str(), material.TextureLayer[i].BilinearFilter);
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prefix = "TrilinearFilter";
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for (i=0; i<MATERIAL_MAX_TEXTURES; ++i)
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attr->addBool((prefix+core::stringc(i+1)).c_str(), material.TextureLayer[i].TrilinearFilter);
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prefix = "AnisotropicFilter";
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for (i=0; i<MATERIAL_MAX_TEXTURES; ++i)
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attr->addInt((prefix+core::stringc(i+1)).c_str(), material.TextureLayer[i].AnisotropicFilter);
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prefix="TextureWrapU";
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for (i=0; i<MATERIAL_MAX_TEXTURES; ++i)
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attr->addEnum((prefix+core::stringc(i+1)).c_str(), material.TextureLayer[i].TextureWrapU, aTextureClampNames);
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prefix="TextureWrapV";
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for (i=0; i<MATERIAL_MAX_TEXTURES; ++i)
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attr->addEnum((prefix+core::stringc(i+1)).c_str(), material.TextureLayer[i].TextureWrapV, aTextureClampNames);
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prefix="TextureWrapW";
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for (i=0; i<MATERIAL_MAX_TEXTURES; ++i)
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attr->addEnum((prefix+core::stringc(i+1)).c_str(), material.TextureLayer[i].TextureWrapW, aTextureClampNames);
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prefix="LODBias";
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for (i=0; i<MATERIAL_MAX_TEXTURES; ++i)
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attr->addInt((prefix+core::stringc(i+1)).c_str(), material.TextureLayer[i].LODBias);
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return attr;
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}
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//! Fills an SMaterial structure from attributes.
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void CNullDriver::fillMaterialStructureFromAttributes(video::SMaterial& outMaterial, io::IAttributes* attr)
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{
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outMaterial.MaterialType = video::EMT_SOLID;
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core::stringc name = attr->getAttributeAsString("Type");
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u32 i;
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for ( i=0; i < MaterialRenderers.size(); ++i)
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if ( name == MaterialRenderers[i].Name )
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{
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outMaterial.MaterialType = (video::E_MATERIAL_TYPE)i;
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break;
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}
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outMaterial.AmbientColor = attr->getAttributeAsColor("Ambient", outMaterial.AmbientColor);
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outMaterial.DiffuseColor = attr->getAttributeAsColor("Diffuse", outMaterial.DiffuseColor);
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outMaterial.EmissiveColor = attr->getAttributeAsColor("Emissive", outMaterial.EmissiveColor);
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outMaterial.SpecularColor = attr->getAttributeAsColor("Specular", outMaterial.SpecularColor);
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outMaterial.Shininess = attr->getAttributeAsFloat("Shininess", outMaterial.Shininess);
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outMaterial.MaterialTypeParam = attr->getAttributeAsFloat("Param1", outMaterial.MaterialTypeParam);
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outMaterial.MaterialTypeParam2 = attr->getAttributeAsFloat("Param2", outMaterial.MaterialTypeParam2);
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outMaterial.Thickness = attr->getAttributeAsFloat("Thickness", outMaterial.Thickness);
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core::stringc prefix="Texture";
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for (i=0; i<MATERIAL_MAX_TEXTURES; ++i)
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outMaterial.setTexture(i, attr->getAttributeAsTexture((prefix+core::stringc(i+1)).c_str()));
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outMaterial.Wireframe = attr->getAttributeAsBool("Wireframe", outMaterial.Wireframe);
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outMaterial.PointCloud = attr->getAttributeAsBool("PointCloud", outMaterial.PointCloud);
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outMaterial.GouraudShading = attr->getAttributeAsBool("GouraudShading", outMaterial.GouraudShading);
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outMaterial.Lighting = attr->getAttributeAsBool("Lighting", outMaterial.Lighting);
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io::E_ATTRIBUTE_TYPE attType = attr->getAttributeType("ZWriteEnable");
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if (attType == io::EAT_BOOL ) // Before Irrlicht 1.9
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outMaterial.ZWriteEnable = attr->getAttributeAsBool("ZWriteEnable", outMaterial.ZWriteEnable != video::EZW_OFF ) ? video::EZW_AUTO : video::EZW_OFF;
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else if (attType == io::EAT_ENUM )
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outMaterial.ZWriteEnable = (video::E_ZWRITE)attr->getAttributeAsEnumeration("ZWriteEnable", video::ZWriteNames, outMaterial.ZWriteEnable);
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outMaterial.ZBuffer = (u8)attr->getAttributeAsInt("ZBuffer", outMaterial.ZBuffer);
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outMaterial.BackfaceCulling = attr->getAttributeAsBool("BackfaceCulling", outMaterial.BackfaceCulling);
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outMaterial.FrontfaceCulling = attr->getAttributeAsBool("FrontfaceCulling", outMaterial.FrontfaceCulling);
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outMaterial.FogEnable = attr->getAttributeAsBool("FogEnable", outMaterial.FogEnable);
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outMaterial.NormalizeNormals = attr->getAttributeAsBool("NormalizeNormals", outMaterial.NormalizeNormals);
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outMaterial.UseMipMaps = attr->getAttributeAsBool("UseMipMaps", outMaterial.UseMipMaps);
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outMaterial.AntiAliasing = attr->getAttributeAsInt("AntiAliasing", outMaterial.AntiAliasing);
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outMaterial.ColorMask = attr->getAttributeAsInt("ColorMask", outMaterial.ColorMask);
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outMaterial.ColorMaterial = attr->getAttributeAsInt("ColorMaterial", outMaterial.ColorMaterial);
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outMaterial.BlendOperation = (video::E_BLEND_OPERATION)attr->getAttributeAsInt("BlendOperation", outMaterial.BlendOperation);
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outMaterial.BlendFactor = attr->getAttributeAsFloat("BlendFactor", outMaterial.BlendFactor);
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outMaterial.PolygonOffsetFactor = attr->getAttributeAsInt("PolygonOffsetFactor", outMaterial.PolygonOffsetFactor);
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outMaterial.PolygonOffsetDirection = (video::E_POLYGON_OFFSET)attr->getAttributeAsEnumeration("PolygonOffsetDirection", video::PolygonOffsetDirectionNames, outMaterial.PolygonOffsetDirection);
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outMaterial.PolygonOffsetDepthBias = attr->getAttributeAsFloat("PolygonOffsetDepthBias", outMaterial.PolygonOffsetDepthBias);
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outMaterial.PolygonOffsetSlopeScale = attr->getAttributeAsFloat("PolygonOffsetSlopeScale", outMaterial.PolygonOffsetSlopeScale);
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prefix = "BilinearFilter";
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if (attr->existsAttribute(prefix.c_str())) // legacy
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outMaterial.setFlag(EMF_BILINEAR_FILTER, attr->getAttributeAsBool(prefix.c_str()));
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else
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for (i=0; i<MATERIAL_MAX_TEXTURES; ++i)
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outMaterial.TextureLayer[i].BilinearFilter = attr->getAttributeAsBool((prefix+core::stringc(i+1)).c_str(), outMaterial.TextureLayer[i].BilinearFilter);
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prefix = "TrilinearFilter";
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if (attr->existsAttribute(prefix.c_str())) // legacy
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outMaterial.setFlag(EMF_TRILINEAR_FILTER, attr->getAttributeAsBool(prefix.c_str()));
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else
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for (i=0; i<MATERIAL_MAX_TEXTURES; ++i)
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outMaterial.TextureLayer[i].TrilinearFilter = attr->getAttributeAsBool((prefix+core::stringc(i+1)).c_str(), outMaterial.TextureLayer[i].TrilinearFilter);
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prefix = "AnisotropicFilter";
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if (attr->existsAttribute(prefix.c_str())) // legacy
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outMaterial.setFlag(EMF_ANISOTROPIC_FILTER, attr->getAttributeAsBool(prefix.c_str()));
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else
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for (i=0; i<MATERIAL_MAX_TEXTURES; ++i)
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outMaterial.TextureLayer[i].AnisotropicFilter = attr->getAttributeAsInt((prefix+core::stringc(i+1)).c_str(), outMaterial.TextureLayer[i].AnisotropicFilter);
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prefix = "TextureWrap";
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if (attr->existsAttribute(prefix.c_str())) // legacy
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{
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for (i=0; i<MATERIAL_MAX_TEXTURES; ++i)
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{
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outMaterial.TextureLayer[i].TextureWrapU = (E_TEXTURE_CLAMP)attr->getAttributeAsEnumeration((prefix+core::stringc(i+1)).c_str(), aTextureClampNames);
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outMaterial.TextureLayer[i].TextureWrapV = outMaterial.TextureLayer[i].TextureWrapU;
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outMaterial.TextureLayer[i].TextureWrapW = outMaterial.TextureLayer[i].TextureWrapW;
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}
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}
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else
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{
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for (i=0; i<MATERIAL_MAX_TEXTURES; ++i)
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{
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outMaterial.TextureLayer[i].TextureWrapU = (E_TEXTURE_CLAMP)attr->getAttributeAsEnumeration((prefix+"U"+core::stringc(i+1)).c_str(), aTextureClampNames, outMaterial.TextureLayer[i].TextureWrapU);
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outMaterial.TextureLayer[i].TextureWrapV = (E_TEXTURE_CLAMP)attr->getAttributeAsEnumeration((prefix+"V"+core::stringc(i+1)).c_str(), aTextureClampNames, outMaterial.TextureLayer[i].TextureWrapV);
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outMaterial.TextureLayer[i].TextureWrapW = (E_TEXTURE_CLAMP)attr->getAttributeAsEnumeration((prefix+"W"+core::stringc(i+1)).c_str(), aTextureClampNames, outMaterial.TextureLayer[i].TextureWrapW);
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}
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}
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prefix="LODBias";
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for (i=0; i<MATERIAL_MAX_TEXTURES; ++i)
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outMaterial.TextureLayer[i].LODBias = attr->getAttributeAsInt((prefix+core::stringc(i+1)).c_str(), outMaterial.TextureLayer[i].LODBias);
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}
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//! Returns driver and operating system specific data about the IVideoDriver.
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const SExposedVideoData& CNullDriver::getExposedVideoData()
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