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Let's use OpenGL-style vertex colors by default on non-Windows platforms
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@ -2216,7 +2216,7 @@ check_for_polysets(EggGroup *egg_group, bool &all_polysets, bool &any_hidden) {
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// transform, just returns it.
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////////////////////////////////////////////////////////////////////
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PT(GeomVertexData) EggLoader::
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make_vertex_data(const EggRenderState *render_state,
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make_vertex_data(const EggRenderState *render_state,
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EggVertexPool *vertex_pool, EggNode *primitive_home,
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const LMatrix4d &transform, TransformBlendTable *blend_table,
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bool is_dynamic, CharacterMaker *character_maker,
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@ -2231,7 +2231,7 @@ make_vertex_data(const EggRenderState *render_state,
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if (di != _vertex_pool_data.end()) {
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return (*di).second;
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}
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PT(GeomVertexArrayFormat) array_format = new GeomVertexArrayFormat;
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array_format->add_column
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(InternalName::get_vertex(), vertex_pool->get_num_dimensions(),
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@ -2244,9 +2244,15 @@ make_vertex_data(const EggRenderState *render_state,
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}
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if (!ignore_color) {
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array_format->add_column
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(InternalName::get_color(), 1,
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Geom::NT_packed_dabc, Geom::C_color);
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// Let's not use Direct3D-style colors on platforms where we only
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// have OpenGL anyway.
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#ifdef _WIN32
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array_format->add_column(InternalName::get_color(), 1,
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Geom::NT_packed_dabc, Geom::C_color);
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#else
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array_format->add_column(InternalName::get_color(), 4,
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Geom::NT_uint8, Geom::C_color);
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#endif
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}
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vector_string uv_names, uvw_names, tbn_names;
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