cleanup
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@@ -90,7 +90,7 @@ void Model::LoadMilkshapeAscii( CString sPath )
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LoadPieces( sPath, sPath, sPath );
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}
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void Model::LoadPieces( CString sMeshesPath, CString sMaterialsPath, CString sBomesPath )
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void Model::LoadPieces( CString sMeshesPath, CString sMaterialsPath, CString sBonesPath )
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{
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Clear();
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@@ -99,16 +99,16 @@ void Model::LoadPieces( CString sMeshesPath, CString sMaterialsPath, CString sBo
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LoadMaterialsFromMilkshapeAscii( sMaterialsPath );
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LoadMilkshapeAsciiBones( DEFAULT_ANIMATION_NAME, sBomesPath );
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LoadMilkshapeAsciiBones( DEFAULT_ANIMATION_NAME, sBonesPath );
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//
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// Setup temp vertices (if necessary)
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//
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bool bHasAnyPerVertexBones = false;
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for (int i = 0; i < (int)m_pGeometry->m_Meshes.size(); i++)
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for( unsigned i = 0; i < m_pGeometry->m_Meshes.size(); ++i )
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{
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msMesh& mesh = m_pGeometry->m_Meshes[i];
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for (int j = 0; j < (int)mesh.Vertices.size(); j++)
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const msMesh& mesh = m_pGeometry->m_Meshes[i];
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for( unsigned j = 0; j < mesh.Vertices.size(); ++j )
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{
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if( mesh.Vertices[j].bone != -1 )
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{
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