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@@ -194,7 +194,7 @@ shape_node::import( cParser &Input, scene::node_data const &Nodedata ) {
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// TBT, TODO: add methods to material manager to access these simpler
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auto const texturehandle = (
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m_data.material != null_handle ?
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GfxRenderer.Material( m_data.material ).texture1 :
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GfxRenderer.Material( m_data.material ).textures[0] :
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null_handle );
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auto const &texture = (
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texturehandle ?
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@@ -340,7 +340,7 @@ shape_node::convert( TSubModel const *Submodel ) {
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m_data.lighting.diffuse = Submodel->f4Diffuse;
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m_data.lighting.specular = Submodel->f4Specular;
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m_data.material = Submodel->m_material;
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m_data.translucent = ( true == GfxRenderer.Material( m_data.material ).has_alpha );
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m_data.translucent = ( true == GfxRenderer.Material( m_data.material ).opacity < 1.0f );
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// NOTE: we set unlimited view range typical for terrain, because we don't expect to convert any other 3d models
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m_data.rangesquared_max = std::numeric_limits<double>::max();
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