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Switching handleShapes to use sets instead of maps
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@ -16,8 +16,8 @@ namespace MWRender{
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std::map<unsigned int, bool> vertices;
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std::set<unsigned int> vertices;
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std::map<unsigned int, bool> normals;
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std::set<unsigned int> normals;
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std::vector<Nif::NiSkinData::BoneInfoCopy> boneinfovector = copy.boneinfo;
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std::vector<Nif::NiSkinData::BoneInfoCopy> boneinfovector = copy.boneinfo;
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//std::cout << "Name " << copy.sname << "\n";
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//std::cout << "Name " << copy.sname << "\n";
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@ -103,7 +103,7 @@ namespace MWRender{
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{
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{
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Ogre::Vector3 absVertPos = vecPos + vecRot * allvertices[verIndex];
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Ogre::Vector3 absVertPos = vecPos + vecRot * allvertices[verIndex];
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absVertPos = absVertPos * boneinfo.weights[j].weight;
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absVertPos = absVertPos * boneinfo.weights[j].weight;
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vertices[verIndex] = true;
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vertices.insert(verIndex);
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Ogre::Real* addr = (pReal + 3 * verIndex);
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Ogre::Real* addr = (pReal + 3 * verIndex);
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*addr = absVertPos.x;
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*addr = absVertPos.x;
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*(addr+1) = absVertPos.y;
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*(addr+1) = absVertPos.y;
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@ -130,7 +130,7 @@ namespace MWRender{
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{
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{
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Ogre::Vector3 absNormalsPos = vecRot * allnormals[verIndex];
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Ogre::Vector3 absNormalsPos = vecRot * allnormals[verIndex];
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absNormalsPos = absNormalsPos * boneinfo.weights[j].weight;
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absNormalsPos = absNormalsPos * boneinfo.weights[j].weight;
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normals[verIndex] = true;
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normals.insert(verIndex);
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Ogre::Real* addr = (pRealNormal + 3 * verIndex);
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Ogre::Real* addr = (pRealNormal + 3 * verIndex);
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*addr = absNormalsPos.x;
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*addr = absNormalsPos.x;
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*(addr+1) = absNormalsPos.y;
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*(addr+1) = absNormalsPos.y;
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