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Save some bandwidth by not including unity texture transforms in material jsons
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1 changed files with 2 additions and 2 deletions
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@ -470,12 +470,12 @@ namespace scriptable {
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// These need to be implemented, but set the fallthrough for now
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// These need to be implemented, but set the fallthrough for now
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if (hasPropertyFallthroughs && material.propertyFallthroughs.at(graphics::Material::TEXCOORDTRANSFORM0)) {
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if (hasPropertyFallthroughs && material.propertyFallthroughs.at(graphics::Material::TEXCOORDTRANSFORM0)) {
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obj.setProperty("texCoordTransform0", FALLTHROUGH);
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obj.setProperty("texCoordTransform0", FALLTHROUGH);
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} else {
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} else if (material.texCoordTransforms[0] != mat4()) {
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obj.setProperty("texCoordTransform0", mat4toScriptValue(engine, material.texCoordTransforms[0]));
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obj.setProperty("texCoordTransform0", mat4toScriptValue(engine, material.texCoordTransforms[0]));
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}
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}
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if (hasPropertyFallthroughs && material.propertyFallthroughs.at(graphics::Material::TEXCOORDTRANSFORM1)) {
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if (hasPropertyFallthroughs && material.propertyFallthroughs.at(graphics::Material::TEXCOORDTRANSFORM1)) {
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obj.setProperty("texCoordTransform1", FALLTHROUGH);
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obj.setProperty("texCoordTransform1", FALLTHROUGH);
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} else {
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} else if (material.texCoordTransforms[1] != mat4()) {
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obj.setProperty("texCoordTransform1", mat4toScriptValue(engine, material.texCoordTransforms[1]));
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obj.setProperty("texCoordTransform1", mat4toScriptValue(engine, material.texCoordTransforms[1]));
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}
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}
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if (hasPropertyFallthroughs && material.propertyFallthroughs.at(graphics::Material::LIGHTMAP_PARAMS)) {
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if (hasPropertyFallthroughs && material.propertyFallthroughs.at(graphics::Material::LIGHTMAP_PARAMS)) {
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