Remove call to createMeshWelded, now handled in B3D exporter
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@ -841,8 +841,7 @@ scene::IMesh *IrrDriver::getMesh(const std::string &filename)
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filename.c_str());
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return NULL;
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}
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scene::IMeshManipulator *mani = irr_driver->getVideoDriver()->getMeshManipulator();
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return mani->createMeshWelded(am->getMesh(0));
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return am->getMesh(0);
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} // getMesh
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// ----------------------------------------------------------------------------
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@ -1628,7 +1627,7 @@ void IrrDriver::displayFPS()
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if (UserConfigParams::m_artist_debug_mode)
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{
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sprintf(buffer, "FPS: %i/%i/%i - Objects (P1:%d P2:%d T:%d) KTris - LightDst : ~%d",
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sprintf(buffer, "FPS: %i/%i/%i - Objects (P1:%d P2:%d T:%d) - LightDst : ~%d",
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min, fps, max, object_count[SOLID_NORMAL_AND_DEPTH_PASS], object_count[SOLID_NORMAL_AND_DEPTH_PASS], object_count[TRANSPARENT_PASS], m_last_light_bucket_distance);
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object_count[SOLID_NORMAL_AND_DEPTH_PASS] = 0;
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object_count[SOLID_NORMAL_AND_DEPTH_PASS] = 0;
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