* model shader paths guessings: use material names, starting with textures/ or models/ as is
so materials named intentionally as ingame shaders shall work as expected
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@ -234,9 +234,13 @@ private:
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#ifdef _DEBUG
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globalOutputStream() << "matname: " << matname.C_Str() << "\n";
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#endif
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aiString texname;
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if( aiReturn_SUCCESS == material->Get( AI_MATKEY_TEXTURE_DIFFUSE(0), texname )
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&& texname.length != 0 ){
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if( aiString texname;
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aiReturn_SUCCESS == material->Get( AI_MATKEY_TEXTURE_DIFFUSE(0), texname )
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&& texname.length != 0
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&& !string_equal_prefix_nocase( matname.C_Str(), "textures/" ) /* matname looks intentionally named as ingame shader */
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&& !string_equal_prefix_nocase( matname.C_Str(), "textures\"" )
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&& !string_equal_prefix_nocase( matname.C_Str(), "models/" )
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&& !string_equal_prefix_nocase( matname.C_Str(), "models\"" ) ){
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#ifdef _DEBUG
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globalOutputStream() << "texname: " << texname.C_Str() << "\n";
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#endif
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@ -202,9 +202,13 @@ struct AssModel
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#ifdef _DEBUG
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Sys_Printf( "matname: %s\n", matname.C_Str() );
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#endif
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aiString texname;
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if( aiReturn_SUCCESS == material->Get( AI_MATKEY_TEXTURE_DIFFUSE(0), texname )
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&& texname.length != 0 ){
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if( aiString texname;
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aiReturn_SUCCESS == material->Get( AI_MATKEY_TEXTURE_DIFFUSE(0), texname )
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&& texname.length != 0
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&& !string_equal_prefix_nocase( matname.C_Str(), "textures/" ) /* matname looks intentionally named as ingame shader */
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&& !string_equal_prefix_nocase( matname.C_Str(), "textures\"" )
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&& !string_equal_prefix_nocase( matname.C_Str(), "models/" )
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&& !string_equal_prefix_nocase( matname.C_Str(), "models\"" ) ){
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#ifdef _DEBUG
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Sys_Printf( "texname: %s\n", texname.C_Str() );
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#endif
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