STKAnimatedMesh: Fix setMesh.
We don't clean our vram however.
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@ -17,6 +17,13 @@ const core::vector3df& scale) :
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firstTime = true;
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firstTime = true;
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}
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}
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void STKAnimatedMesh::setMesh(scene::IAnimatedMesh* mesh)
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{
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firstTime = true;
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GLmeshes.clear();
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CAnimatedMeshSceneNode::setMesh(mesh);
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}
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void drawObjectRimLimit(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView)
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void drawObjectRimLimit(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TransposeInverseModelView)
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{
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{
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GLenum ptype = mesh.PrimitiveType;
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GLenum ptype = mesh.PrimitiveType;
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@ -20,7 +20,9 @@ public:
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const irr::core::vector3df& position = irr::core::vector3df(0,0,0),
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const irr::core::vector3df& position = irr::core::vector3df(0,0,0),
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const irr::core::vector3df& rotation = irr::core::vector3df(0,0,0),
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const irr::core::vector3df& rotation = irr::core::vector3df(0,0,0),
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const irr::core::vector3df& scale = irr::core::vector3df(1.0f, 1.0f, 1.0f));
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const irr::core::vector3df& scale = irr::core::vector3df(1.0f, 1.0f, 1.0f));
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virtual void render();
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virtual void render();
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virtual void setMesh(irr::scene::IAnimatedMesh* mesh);
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};
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};
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#endif // STKANIMATEDMESH_HPP
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#endif // STKANIMATEDMESH_HPP
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