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egg2pg: Slight cleanup
[skip ci]
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@ -162,18 +162,17 @@ fill_state(EggPrimitive *egg_prim) {
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// transform, never bake it in. In fact, we don't even care about its
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// transform, never bake it in. In fact, we don't even care about its
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// UV's in this case, since we won't be using them.
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// UV's in this case, since we won't be using them.
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tex_mat_attrib = apply_tex_mat(tex_mat_attrib, def._stage, egg_tex);
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tex_mat_attrib = apply_tex_mat(tex_mat_attrib, def._stage, egg_tex);
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}
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} else {
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else {
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/*
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// Otherwise, we need to record that there is at least one texture on
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* Otherwise, we need to record that there is at least one texture on this
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// this particular UV name and with this particular texture matrix.
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* particular UV name and with this particular texture matrix. If there are
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// If there are no other textures, or if all of the other textures use
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* no other textures, or if all of the other textures use the same texture
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// the same texture matrix, then tex_mats[uv_name].size() will remain
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* matrix, then tex_mats[uv_name].size() will remain 1 (which tells us we can
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// 1 (which tells us we can bake in the texture matrix to the UV's).
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* bake in the texture matrix to the UV's). On the other hand, if there is
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// On the other hand, if there is another texture on the same uv name
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* another texture on the same uv name but with a different transform, it will
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// but with a different transform, it will increase
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* increase tex_mats[uv_name].size() to at least 2, indicating we can't bake
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// tex_mats[uv_name].size() to at least 2, indicating we can't bake in
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* in the texture matrix.
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// the texture matrix.
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*/
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tex_mats[uv_name][egg_tex->get_transform3d()].push_back(&def);
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tex_mats[uv_name][egg_tex->get_transform3d()].push_back(&def);
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}
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}
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}
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}
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