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Use the material controller manager for effects with overridden texture
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@ -1046,17 +1046,12 @@ void Animation::addEffect(const std::string &model, int effectId, bool loop, con
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for(size_t i = 0;i < params.mObjects->mParticles.size(); ++i)
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{
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Ogre::ParticleSystem* partSys = params.mObjects->mParticles[i];
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sh::Factory::getInstance()._ensureMaterial(partSys->getMaterialName(), "Default");
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Ogre::MaterialPtr mat = Ogre::MaterialManager::getSingleton().getByName(partSys->getMaterialName());
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static int count = 0;
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Ogre::String materialName = "openmw/" + Ogre::StringConverter::toString(count++);
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// TODO: destroy when effect is removed
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Ogre::MaterialPtr newMat = mat->clone(materialName);
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partSys->setMaterialName(materialName);
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for (int t=0; t<newMat->getNumTechniques(); ++t)
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Ogre::MaterialPtr mat = params.mObjects->mMaterialControllerMgr.getWritableMaterial(partSys);
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for (int t=0; t<mat->getNumTechniques(); ++t)
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{
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Ogre::Technique* tech = newMat->getTechnique(t);
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Ogre::Technique* tech = mat->getTechnique(t);
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for (int p=0; p<tech->getNumPasses(); ++p)
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{
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Ogre::Pass* pass = tech->getPass(p);
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