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231
Torque/SDK/engine/ts/tsDump.cc
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231
Torque/SDK/engine/ts/tsDump.cc
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//-----------------------------------------------------------------------------
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// Torque Game Engine
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// Copyright (C) GarageGames.com, Inc.
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//-----------------------------------------------------------------------------
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#include "ts/tsShapeInstance.h"
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//-------------------------------------------------------------------------------------
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// Dump shape structure:
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//-------------------------------------------------------------------------------------
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#define dumpLine(buffer) {str = buffer; stream.write((int)dStrlen(str),str);}
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void TSShapeInstance::dumpDecals(Stream & stream, S32 indent, MeshObjectInstance * mesh)
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{
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// search for any decals
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const char * str;
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for (S32 i=0; i<mDecalObjects.size(); i++)
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{
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DecalObjectInstance * decal = &mDecalObjects[i];
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if (decal->targetObject != mesh)
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continue;
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// we have a decal
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// get name
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const char *decalName = "";
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if (decal->decalObject->nameIndex!=-1)
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decalName = mShape->getName(decal->decalObject->nameIndex);
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// indent...
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char buf[1024];
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dMemset(buf,' ',indent);
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buf[indent] = '\0';
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dumpLine(buf);
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// dump object name
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dumpLine(avar(" Decal named \"%s\" on above object.\r\n",decalName));
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}
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}
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void TSShapeInstance::dumpNode(Stream & stream ,S32 level, S32 nodeIndex, Vector<S32> & detailSizes)
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{
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if (nodeIndex<0)
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return;
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S32 i;
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const char * str;
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char space[256];
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for (i = 0; i < level*3; i++)
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space[i] = ' ';
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space[level*3] = '\0';
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const char *nodeName = "";
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const TSShape::Node & node = mShape->nodes[nodeIndex];
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if (node.nameIndex != -1)
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nodeName = mShape->getName(node.nameIndex);
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dumpLine(avar("%s%s", space, nodeName));
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// find all the objects that hang off this node...
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Vector<ObjectInstance*> objectList;
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for (i=0; i<mMeshObjects.size(); i++)
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if (mMeshObjects[i].nodeIndex == nodeIndex)
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objectList.push_back(&mMeshObjects[i]);
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if (objectList.size() == 0)
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dumpLine("\r\n");
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S32 spaceCount = -1;
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for (S32 j=0;j<objectList.size(); j++)
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{
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// should be a dynamic cast, but MSVC++ has problems with this...
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MeshObjectInstance * obj = (MeshObjectInstance *)(objectList[j]);
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if (!obj)
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continue;
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// object name
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const char *objectName = "";
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if (obj->object->nameIndex!=-1)
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objectName = mShape->getName(obj->object->nameIndex);
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// more spaces if this is the second object on this node
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if (spaceCount>0)
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{
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char buf[1024];
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dMemset(buf,' ',spaceCount);
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buf[spaceCount] = '\0';
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dumpLine(buf);
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}
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// dump object name
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dumpLine(avar(" --> Object %s with following details: ",objectName));
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// dump object detail levels
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for (S32 k=0; k<obj->object->numMeshes; k++)
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{
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S32 f = obj->object->startMeshIndex;
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if (mShape->meshes[f+k])
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dumpLine(avar(" %i",detailSizes[k]));
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}
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dumpLine("\r\n");
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// how many spaces should we prepend if we have another object on this node
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if (spaceCount<0)
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spaceCount = (S32)(dStrlen(space) + dStrlen(nodeName));
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// dump any decals
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dumpDecals(stream, spaceCount+3, obj);
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}
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// search for children
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for (S32 k=nodeIndex+1; k<mShape->nodes.size(); k++)
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{
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if (mShape->nodes[k].parentIndex == nodeIndex)
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// this is our child
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dumpNode(stream, level+1, k, detailSizes);
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}
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}
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void TSShapeInstance::dump(Stream & stream)
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{
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S32 i,j,ss,od,sz;
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const char * name;
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const char * str;
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dumpLine("\r\nShape Hierarchy:\r\n");
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dumpLine("\r\n Details:\r\n");
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for (i=0; i<mShape->details.size(); i++)
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{
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const TSDetail & detail = mShape->details[i];
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name = mShape->getName(detail.nameIndex);
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ss = detail.subShapeNum;
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od = detail.objectDetailNum;
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sz = (S32)detail.size;
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dumpLine(avar(" %s, Subtree %i, objectDetail %i, size %i\r\n",name,ss,od,sz));
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}
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dumpLine("\r\n Subtrees:\r\n");
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for (i=0; i<mShape->subShapeFirstNode.size(); i++)
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{
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S32 a = mShape->subShapeFirstNode[i];
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S32 b = a + mShape->subShapeNumNodes[i];
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dumpLine(avar(" Subtree %i\r\n",i));
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// compute detail sizes for each subshape
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Vector<S32> detailSizes;
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for (S32 l=0;l<mShape->details.size(); l++)
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{
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if (mShape->details[l].subShapeNum==i)
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detailSizes.push_back((S32)mShape->details[l].size);
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}
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for (j=a; j<b; j++)
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{
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const TSNode & node = mShape->nodes[j];
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// if the node has a parent, it'll get dumped via the parent
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if (node.parentIndex<0)
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dumpNode(stream,3,j,detailSizes);
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}
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}
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bool foundSkin = false;
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for (i=0; i<mShape->objects.size(); i++)
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{
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if (mShape->objects[i].nodeIndex<0) // must be a skin
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{
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if (!foundSkin)
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dumpLine("\r\n Skins:\r\n");
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foundSkin=true;
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const char * skinName = "";
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S32 nameIndex = mShape->objects[i].nameIndex;
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if (nameIndex>=0)
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skinName = mShape->getName(nameIndex);
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dumpLine(avar(" Skin %s with following details: ",skinName));
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for (S32 num=0; num<mShape->objects[i].numMeshes; num++)
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{
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if (mShape->meshes[num])
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dumpLine(avar(" %i",(S32)mShape->details[num].size));
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}
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dumpLine("\r\n");
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}
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}
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if (foundSkin)
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dumpLine("\r\n");
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dumpLine("\r\n Sequences:\r\n");
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for (i = 0; i < mShape->sequences.size(); i++)
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{
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const char *name = "(none)";
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if (mShape->sequences[i].nameIndex != -1)
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name = mShape->getName(mShape->sequences[i].nameIndex);
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dumpLine(avar(" %3d: %s\r\n",i,name));
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}
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if (mShape->materialList)
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{
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TSMaterialList * ml = mShape->materialList;
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dumpLine("\r\n Material list:\r\n");
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for (i=0; i<(S32)ml->getMaterialCount(); i++)
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{
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U32 flags = ml->getFlags(i);
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const char * name = ml->getMaterialName(i);
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dumpLine(avar(" material #%i: \"%s\"%s.",i,name ? ml->getMaterialName(i) : "",flags&(TSMaterialList::S_Wrap|TSMaterialList::T_Wrap) ? "" : " not tiled"));
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if (flags & TSMaterialList::IflMaterial)
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dumpLine(" Place holder for ifl.");
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if (flags & TSMaterialList::IflFrame)
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dumpLine(" Ifl frame.");
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if (flags & TSMaterialList::DetailMapOnly)
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dumpLine(" Used as a detail map.");
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if (flags & TSMaterialList::BumpMapOnly)
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dumpLine(" Used as a bump map.");
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if (flags & TSMaterialList::ReflectanceMapOnly)
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dumpLine(" Used as a reflectance map.");
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if (flags & TSMaterialList::Translucent)
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{
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if (flags & TSMaterialList::Additive)
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dumpLine(" Additive-translucent.")
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else if (flags & TSMaterialList::Subtractive)
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dumpLine(" Subtractive-translucent.")
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else
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dumpLine(" Translucent.")
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}
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dumpLine("\r\n");
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}
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}
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}
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