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Dalsze poprawki do AnsiString w różnych plikach.
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10
Model3d.cpp
10
Model3d.cpp
@@ -1624,11 +1624,11 @@ void TSubModel::BinInit(TSubModel *s, float4x4 *m, float8 *v, TStringPack *t, TS
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// TextureID=TTexturesManager::GetTextureID(t->String(TextureID));
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// asTexture=AnsiString(t->String(iTexture));
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pTexture = t->String(iTexture);
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AnsiString t = AnsiString(pTexture);
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if (t.LastDelimiter("/\\") == 0)
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t.Insert(Global::asCurrentTexturePath, 1);
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TextureID = TTexturesManager::GetTextureID(szTexturePath,
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Global::asCurrentTexturePath.c_str(), t.c_str());
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string tex = pTexture;
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if (tex.find_last_of("/\\") == string::npos)
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tex.insert(0, Global::asCurrentTexturePath);
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TextureID = TTexturesManager::GetTextureID(
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szTexturePath, const_cast<char*>(Global::asCurrentTexturePath.c_str()), tex);
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// TexAlpha=TTexturesManager::GetAlpha(TextureID); //zmienna robocza
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// ustawienie cyklu przezroczyste/nieprzezroczyste zale¿nie od w³asnoœci
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// sta³ej tekstury
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