A few of Norman's changes I managed to get in.
Added support for arrays of points (in addition to various forms of triangles)
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a370cbbb6a
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3966e02de0
1 changed files with 86 additions and 34 deletions
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@ -115,6 +115,11 @@ ssgBranch *fgGenTile( const string& path, FGTileEntry *t) {
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ssgSimpleState *state = NULL;
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ssgBranch *tile = new ssgBranch () ;
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if ( !tile ) {
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SG_LOG( SG_TERRAIN, SG_ALERT, "fgGenTile(): NO MEMORY" );
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return NULL;
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}
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tile -> setName ( (char *)path.c_str() ) ;
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double tex_width = 1000.0;
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@ -157,8 +162,9 @@ ssgBranch *fgGenTile( const string& path, FGTileEntry *t) {
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Point3D rad[4];
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int i;
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for ( i = 0; i < 4; ++i ) {
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rad[i] = Point3D( geod[i].x() * SGD_DEGREES_TO_RADIANS, geod[i].y() * SGD_DEGREES_TO_RADIANS,
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geod[i].z() );
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rad[i] = Point3D( geod[i].x() * SGD_DEGREES_TO_RADIANS,
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geod[i].y() * SGD_DEGREES_TO_RADIANS,
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geod[i].z() );
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}
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Point3D cart[4], rel[4];
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@ -179,21 +185,18 @@ ssgBranch *fgGenTile( const string& path, FGTileEntry *t) {
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// Calculate normals
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Point3D normals[4];
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for ( i = 0; i < 4; ++i ) {
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normals[i] = cart[i];
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double length = normals[i].distance3D( Point3D(0.0) );
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normals[i] /= length;
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double length = cart[i].distance3D( Point3D(0.0) );
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normals[i] = cart[i] / length;
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// cout << "normal = " << normals[i] << endl;
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}
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// Calculate texture coordinates
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point_list geod_nodes;
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geod_nodes.clear();
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for ( i = 0; i < 4; ++i ) {
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geod_nodes.push_back( geod[i] );
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}
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int_list rectangle;
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rectangle.clear();
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for ( i = 0; i < 4; ++i ) {
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geod_nodes.push_back( geod[i] );
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rectangle.push_back( i );
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}
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point_list texs = calc_tex_coords( b, geod_nodes, rectangle,
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@ -349,6 +352,8 @@ ssgBranch *fgAsciiObjLoad( const string& path, FGTileEntry *t,
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SG_LOG( SG_TERRAIN, SG_DEBUG, "Cannot open file: " << path );
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SG_LOG( SG_TERRAIN, SG_DEBUG, "default to ocean tile: " << path );
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delete tile;
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return NULL;
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}
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@ -364,8 +369,8 @@ ssgBranch *fgAsciiObjLoad( const string& path, FGTileEntry *t,
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}
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center = t->center;
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StopWatch stopwatch;
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stopwatch.start();
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// StopWatch stopwatch;
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// stopwatch.start();
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// ignore initial comments and blank lines. (priming the pump)
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// in >> skipcomment;
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@ -740,10 +745,10 @@ ssgBranch *fgAsciiObjLoad( const string& path, FGTileEntry *t,
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t->nodes = nodes;
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}
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stopwatch.stop();
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SG_LOG( SG_TERRAIN, SG_DEBUG,
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"Loaded " << path << " in "
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<< stopwatch.elapsedSeconds() << " seconds" );
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// stopwatch.stop();
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// SG_LOG( SG_TERRAIN, SG_DEBUG,
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// "Loaded " << path << " in "
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// << stopwatch.elapsedSeconds() << " seconds" );
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return tile;
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}
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@ -801,39 +806,57 @@ ssgLeaf *gen_leaf( const string& path,
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// cout << "before list allocs" << endl;
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int size = node_index.size();
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if ( size < 1 ) {
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SG_LOG( SG_TERRAIN, SG_ALERT, "Woh! list size < 1" );
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exit(-1);
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}
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// cout << "before vl, size = " << size << endl;
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ssgVertexArray *vl = new ssgVertexArray( size );
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// cout << "before nl" << endl;
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ssgNormalArray *nl = new ssgNormalArray( size );
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// cout << "before tl" << endl;
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ssgTexCoordArray *tl = new ssgTexCoordArray( size );
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// cout << "before cl" << endl;
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ssgColourArray *cl = new ssgColourArray( 1 );
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sgVec4 color;
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sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
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cl->add( color );
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sgVec2 tmp2;
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sgVec3 tmp3;
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sgVec4 tmp4;
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int i;
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// vertices
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int size = node_index.size();
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if ( size < 1 ) {
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SG_LOG( SG_TERRAIN, SG_ALERT, "Woh! node list size < 1" );
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exit(-1);
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}
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ssgVertexArray *vl = new ssgVertexArray( size );
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Point3D node;
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for ( i = 0; i < size; ++i ) {
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Point3D node = nodes[ node_index[i] ];
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node = nodes[ node_index[i] ];
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sgSetVec3( tmp3, node[0], node[1], node[2] );
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vl -> add( tmp3 );
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}
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Point3D normal = normals[ node_index[i] ];
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sgSetVec3( tmp3, normal[0], normal[1], normal[2] );
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nl -> add( tmp3 );
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// colors
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ssgColourArray *cl = new ssgColourArray( 1 );
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sgSetVec4( tmp4, 1.0, 1.0, 1.0, 1.0 );
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cl->add( tmp4 );
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Point3D texcoord = texcoords[ tex_index[i] ];
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// normals
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Point3D normal;
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ssgNormalArray *nl = new ssgNormalArray( size );
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if ( normals.size() == 1 ) {
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normal = normals[ 0 ];
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sgSetVec3( tmp3, normal[0], normal[1], normal[2] );
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nl -> add( tmp3 );
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} else if ( normals.size() > 1 ) {
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for ( i = 0; i < size; ++i ) {
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normal = normals[ node_index[i] ];
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sgSetVec3( tmp3, normal[0], normal[1], normal[2] );
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nl -> add( tmp3 );
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}
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}
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// texture coordinates
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size = tex_index.size();
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Point3D texcoord;
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ssgTexCoordArray *tl = new ssgTexCoordArray( size );
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if ( size == 1 ) {
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texcoord = texcoords[ tex_index[0] ];
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sgSetVec2( tmp2, texcoord[0], texcoord[1] );
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sgSetVec2( tmp2, texcoord[0], texcoord[1] );
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if ( tex_width > 0 ) {
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tmp2[0] *= (1000.0 / tex_width);
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@ -842,6 +865,18 @@ ssgLeaf *gen_leaf( const string& path,
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tmp2[1] *= (1000.0 / tex_height);
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}
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tl -> add( tmp2 );
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} else if ( size > 1 ) {
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for ( i = 0; i < size; ++i ) {
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texcoord = texcoords[ tex_index[i] ];
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sgSetVec2( tmp2, texcoord[0], texcoord[1] );
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if ( tex_width > 0 ) {
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tmp2[0] *= (1000.0 / tex_width);
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}
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if ( tex_height > 0 ) {
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tmp2[1] *= (1000.0 / tex_height);
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}
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tl -> add( tmp2 );
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}
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}
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// cout << "before leaf create" << endl;
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@ -896,6 +931,7 @@ ssgBranch *fgBinObjLoad( const string& path, FGTileEntry *t,
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}
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point_list nodes = obj.get_wgs84_nodes();
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point_list colors = obj.get_colors();
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point_list normals = obj.get_normals();
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point_list texcoords = obj.get_texcoords();
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@ -903,6 +939,22 @@ ssgBranch *fgBinObjLoad( const string& path, FGTileEntry *t,
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int_list vertex_index;
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int_list tex_index;
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// generate points
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string_list pt_materials = obj.get_pt_materials();
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group_list pts_v = obj.get_pts_v();
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for ( i = 0; i < (int)pts_v.size(); ++i ) {
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cout << "pts_v.size() = " << pts_v.size() << endl;
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material = pt_materials[i];
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vertex_index = pts_v[i];
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tex_index.clear();
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ssgLeaf *leaf = gen_leaf( path, GL_POINTS, material,
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nodes, normals, texcoords,
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vertex_index, tex_index,
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false, lights );
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object->addKid( leaf );
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}
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// generate triangles
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string_list tri_materials = obj.get_tri_materials();
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group_list tris_v = obj.get_tris_v();
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