Use the original spm uv texture 1 and 2 for compare in scene manager
Because for splatting it will have some duplicated entries Also remove never-working material code for splatting because of SP
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@ -191,17 +191,7 @@ Material::Material(const XMLNode *node, bool deprecated)
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s = "solid";
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std::string normal_map_tex;
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node->get("normal-map", &normal_map_tex);
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if (node->get("shader", &s))
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{
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if (s == "splatting")
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{
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node->get("splatting-texture-1", &m_sampler_path[2]);
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node->get("splatting-texture-2", &m_sampler_path[3]);
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node->get("splatting-texture-3", &m_sampler_path[4]);
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node->get("splatting-texture-4", &m_sampler_path[5]);
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}
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}
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else
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if (!node->get("shader", &s))
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{
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// BACKWARS COMPATIBILITY, EVENTUALLY REMOVE
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@ -263,13 +253,6 @@ Material::Material(const XMLNode *node, bool deprecated)
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{
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node->get("normal-map", &normal_map_tex);
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}
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else if (s == "splatting")
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{
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node->get("splatting-texture-1", &m_sampler_path[2]);
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node->get("splatting-texture-2", &m_sampler_path[3]);
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node->get("splatting-texture-3", &m_sampler_path[4]);
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node->get("splatting-texture-4", &m_sampler_path[5]);
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}
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else if (s == "none")
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{
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}
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@ -132,9 +132,9 @@ void SPMeshBuffer::uploadGLMesh()
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m_shaders[0]->isSrgbForTextureLayer(j),
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std::get<2>(m_stk_material[i])->getContainerId());
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}
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// Use .spm uv texture 1 and 2 for compare in scene manager
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m_tex_cmp[m_textures[i][0]->getPath() + m_textures[i][1]->getPath()] =
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i;
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// Use the original spm uv texture 1 and 2 for compare in scene manager
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m_tex_cmp[std::get<2>(m_stk_material[i])->getSamplerPath(0) +
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std::get<2>(m_stk_material[i])->getSamplerPath(1)] = i;
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}
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bool use_2_uv = std::get<2>(m_stk_material[0])->use2UV();
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