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feat(materials): texture randomization for loads
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@@ -627,6 +627,10 @@ void TAnimModel::RaPrepare()
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}
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}
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TSubModel::iInstance = reinterpret_cast<std::uintptr_t>( this ); //żeby nie robić cudzych animacji
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// NOTE: scenery models don't pick texture variants of their own, so we clear the seed left by the
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// last rendered vehicle. instanced draws share a single material bind anyway, which would make
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// per instance variants inconsistent between batched and individually drawn models
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TSubModel::iVariantSeed = 0;
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TSubModel::pasText = &asText; // przekazanie tekstu do wyświetlacza (!!!! do przemyślenia)
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for (auto entry : m_animlist) {
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