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https://github.com/microsoft/UVAtlas
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Updated for latest DirectXMesh
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@ -247,7 +247,7 @@ HRESULT Mesh::SetVertexData( _Inout_ DirectX::VBReader& reader, _In_ size_t nVer
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// Load normals
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std::unique_ptr<XMFLOAT3[]> norms;
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auto e = reader.GetElement("NORMAL", 0);
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auto e = reader.GetElement11("NORMAL", 0);
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if (e)
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{
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norms.reset(new (std::nothrow) XMFLOAT3[nVerts]);
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@ -261,7 +261,7 @@ HRESULT Mesh::SetVertexData( _Inout_ DirectX::VBReader& reader, _In_ size_t nVer
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// Load tangents
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std::unique_ptr<XMFLOAT4[]> tans1;
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e = reader.GetElement("TANGENT", 0);
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e = reader.GetElement11("TANGENT", 0);
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if (e)
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{
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tans1.reset(new (std::nothrow) XMFLOAT4[nVerts]);
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@ -275,7 +275,7 @@ HRESULT Mesh::SetVertexData( _Inout_ DirectX::VBReader& reader, _In_ size_t nVer
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// Load bi-tangents
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std::unique_ptr<XMFLOAT3[]> tans2;
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e = reader.GetElement("BINORMAL", 0);
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e = reader.GetElement11("BINORMAL", 0);
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if (e)
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{
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tans2.reset(new (std::nothrow) XMFLOAT3[nVerts]);
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@ -289,7 +289,7 @@ HRESULT Mesh::SetVertexData( _Inout_ DirectX::VBReader& reader, _In_ size_t nVer
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// Load texture coordinates
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std::unique_ptr<XMFLOAT2[]> texcoord;
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e = reader.GetElement("TEXCOORD", 0);
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e = reader.GetElement11("TEXCOORD", 0);
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if (e)
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{
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texcoord.reset(new (std::nothrow) XMFLOAT2[nVerts]);
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@ -303,7 +303,7 @@ HRESULT Mesh::SetVertexData( _Inout_ DirectX::VBReader& reader, _In_ size_t nVer
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// Load vertex colors
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std::unique_ptr<XMFLOAT4[]> colors;
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e = reader.GetElement("COLOR", 0);
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e = reader.GetElement11("COLOR", 0);
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if (e)
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{
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colors.reset(new (std::nothrow) XMFLOAT4[nVerts]);
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@ -317,7 +317,7 @@ HRESULT Mesh::SetVertexData( _Inout_ DirectX::VBReader& reader, _In_ size_t nVer
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// Load skinning bone indices
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std::unique_ptr<XMFLOAT4[]> blendIndices;
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e = reader.GetElement("BLENDINDICES", 0);
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e = reader.GetElement11("BLENDINDICES", 0);
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if (e)
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{
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blendIndices.reset(new (std::nothrow) XMFLOAT4[nVerts]);
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@ -331,7 +331,7 @@ HRESULT Mesh::SetVertexData( _Inout_ DirectX::VBReader& reader, _In_ size_t nVer
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// Load skinning bone weights
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std::unique_ptr<XMFLOAT4[]> blendWeights;
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e = reader.GetElement("BLENDWEIGHT", 0);
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e = reader.GetElement11("BLENDWEIGHT", 0);
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if (e)
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{
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blendWeights.reset(new (std::nothrow) XMFLOAT4[nVerts]);
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@ -984,7 +984,7 @@ HRESULT Mesh::GetVertexBuffer(_Inout_ DirectX::VBWriter& writer) const
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if (mNormals)
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{
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auto e = writer.GetElement("NORMAL", 0);
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auto e = writer.GetElement11("NORMAL", 0);
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if (e)
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{
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hr = writer.Write(mNormals.get(), "NORMAL", 0, mnVerts);
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@ -995,7 +995,7 @@ HRESULT Mesh::GetVertexBuffer(_Inout_ DirectX::VBWriter& writer) const
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if (mTangents)
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{
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auto e = writer.GetElement("TANGENT", 0);
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auto e = writer.GetElement11("TANGENT", 0);
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if (e)
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{
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hr = writer.Write(mTangents.get(), "TANGENT", 0, mnVerts);
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@ -1006,7 +1006,7 @@ HRESULT Mesh::GetVertexBuffer(_Inout_ DirectX::VBWriter& writer) const
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if (mBiTangents)
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{
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auto e = writer.GetElement("BINORMAL", 0);
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auto e = writer.GetElement11("BINORMAL", 0);
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if (e)
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{
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hr = writer.Write(mBiTangents.get(), "BINORMAL", 0, mnVerts);
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@ -1017,7 +1017,7 @@ HRESULT Mesh::GetVertexBuffer(_Inout_ DirectX::VBWriter& writer) const
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if (mTexCoords)
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{
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auto e = writer.GetElement("TEXCOORD", 0);
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auto e = writer.GetElement11("TEXCOORD", 0);
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if (e)
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{
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hr = writer.Write(mTexCoords.get(), "TEXCOORD", 0, mnVerts);
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@ -1028,7 +1028,7 @@ HRESULT Mesh::GetVertexBuffer(_Inout_ DirectX::VBWriter& writer) const
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if (mColors)
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{
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auto e = writer.GetElement("COLOR", 0);
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auto e = writer.GetElement11("COLOR", 0);
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if (e)
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{
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hr = writer.Write(mColors.get(), "COLOR", 0, mnVerts);
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@ -1039,7 +1039,7 @@ HRESULT Mesh::GetVertexBuffer(_Inout_ DirectX::VBWriter& writer) const
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if (mBlendIndices)
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{
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auto e = writer.GetElement("BLENDINDICES", 0);
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auto e = writer.GetElement11("BLENDINDICES", 0);
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if (e)
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{
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hr = writer.Write(mBlendIndices.get(), "BLENDINDICES", 0, mnVerts);
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@ -1050,7 +1050,7 @@ HRESULT Mesh::GetVertexBuffer(_Inout_ DirectX::VBWriter& writer) const
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if (mBlendWeights)
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{
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auto e = writer.GetElement("BLENDWEIGHT", 0);
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auto e = writer.GetElement11("BLENDWEIGHT", 0);
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if (e)
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{
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hr = writer.Write(mBlendWeights.get(), "BLENDWEIGHT", 0, mnVerts);
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