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Style: Cleanup single-line blocks, semicolons, dead code
Remove currently unused implementation of TextureBasisU, could be re-added later on if needed and ported.
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@@ -212,32 +212,6 @@ MeshGeometry::MeshGeometry(uint64_t id, const ElementPtr element, const std::str
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m_normals = resolve_vertex_data_array<Vector3>(layer_scope, MappingInformationType, ReferenceInformationType, "Normals");
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} else if (layer_type_name == "LayerElementColor") {
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m_colors = resolve_vertex_data_array<Color>(layer_scope, MappingInformationType, ReferenceInformationType, "Colors", "ColorIndex");
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// NOTE: this is a useful sanity check to ensure you're getting any color data which is not default.
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// const Color first_color_check = m_colors.data[0];
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// bool colors_are_all_the_same = true;
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// size_t i = 1;
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// for(i = 1; i < m_colors.data.size(); i++)
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// {
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// const Color current_color = m_colors.data[i];
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// if(current_color.is_equal_approx(first_color_check))
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// {
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// continue;
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// }
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// else
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// {
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// colors_are_all_the_same = false;
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// break;
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// }
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// }
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//
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// if(colors_are_all_the_same)
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// {
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// print_error("Color serialisation is not working for vertex colors some should be different in the test asset.");
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// }
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// else
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// {
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// print_verbose("Color array has unique colors at index: " + itos(i));
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// }
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}
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}
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}
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