small improved
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54ed3971a2
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@ -479,46 +479,30 @@ namespace AssetStudio
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for each (ImportedMaterialTexture^ texture in mat->Textures)
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{
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if (texture->Dest == 0)
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auto pTexture = ExportTexture(ImportedHelpers::FindTexture(texture->Name, imported->TextureList));
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if (pTexture != NULL)
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{
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FbxFileTexture* pTextureDiffuse = ExportTexture(ImportedHelpers::FindTexture(texture->Name, imported->TextureList));
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if (pTextureDiffuse != NULL)
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if (texture->Dest == 0)
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{
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LinkTexture(texture, pTextureDiffuse, pMat->Diffuse);
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LinkTexture(texture, pTexture, pMat->Diffuse);
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hasTexture = true;
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}
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}
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else if (texture->Dest == 1)
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{
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FbxFileTexture* pTextureNormalMap = ExportTexture(ImportedHelpers::FindTexture(texture->Name, imported->TextureList));
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if (pTextureNormalMap != NULL)
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else if (texture->Dest == 1)
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{
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LinkTexture(texture, pTextureNormalMap, pMat->NormalMap);
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LinkTexture(texture, pTexture, pMat->NormalMap);
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hasTexture = true;
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}
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}
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else if (texture->Dest == 2)
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{
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FbxFileTexture* pTextureSpecular = ExportTexture(ImportedHelpers::FindTexture(texture->Name, imported->TextureList));
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if (pTextureSpecular != NULL)
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else if (texture->Dest == 2)
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{
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LinkTexture(texture, pTextureSpecular, pMat->Specular);
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LinkTexture(texture, pTexture, pMat->Specular);
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hasTexture = true;
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}
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}
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else if (texture->Dest == 3)
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{
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FbxFileTexture* pTextureBump = ExportTexture(ImportedHelpers::FindTexture(texture->Name, imported->TextureList));
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if (pTextureBump != NULL)
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else if (texture->Dest == 3)
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{
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LinkTexture(texture, pTextureBump, pMat->Bump);
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LinkTexture(texture, pTexture, pMat->Bump);
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hasTexture = true;
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}
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}
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else
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{
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ExportTexture(ImportedHelpers::FindTexture(texture->Name, imported->TextureList));
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}
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}
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if (hasTexture)
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