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Rip out OBJ
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@ -22,9 +22,6 @@ namespace scene
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EMWT_IRR_MESH = MAKE_IRR_ID('i','r','r','m'),
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//! OBJ mesh writer for .obj files
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EMWT_OBJ = MAKE_IRR_ID('o','b','j',0),
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//! B3D mesh writer, for static .b3d files
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EMWT_B3D = MAKE_IRR_ID('b', '3', 'd', 0)
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};
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@ -21,9 +21,6 @@ namespace scene
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//! Unknown animated mesh type.
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EAMT_UNKNOWN = 0,
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//! Maya .obj static model
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EAMT_OBJ,
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//! generic skinned mesh
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EAMT_SKINNED,
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@ -159,13 +159,6 @@ namespace scene
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* the joints via the ISkinnedMesh interface. Currently,
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* Irrlicht only supports uncompressed .x files.</TD>
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* </TR>
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* <TR>
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* <TD>Maya (.obj)</TD>
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* <TD>Most 3D software can create .obj files which contain
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* static geometry without material data. The material
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* files .mtl are also supported. This importer for
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* Irrlicht can load them directly. </TD>
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* </TR>
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* </TABLE>
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*
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* To load and display a mesh quickly, just do this:
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@ -31,23 +31,6 @@ namespace scene
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**/
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const c8* const ALLOW_ZWRITE_ON_TRANSPARENT = "Allow_ZWrite_On_Transparent";
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//! Flag to avoid loading group structures in .obj files
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/** Use it like this:
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\code
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SceneManager->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_GROUPS, true);
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\endcode
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**/
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const c8* const OBJ_LOADER_IGNORE_GROUPS = "OBJ_IgnoreGroups";
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//! Flag to avoid loading material .mtl file for .obj files
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/** Use it like this:
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\code
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SceneManager->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_MATERIAL_FILES, true);
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\endcode
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**/
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const c8* const OBJ_LOADER_IGNORE_MATERIAL_FILES = "OBJ_IgnoreMaterialFiles";
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} // end namespace scene
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} // end namespace irr
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