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Changes default winding order to be CCW.
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@ -151,7 +151,7 @@ void AssimpShapeLoader::enumerateScene()
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if(Con::getBoolVariable("$Assimp::FlipUVs", true))
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ppsteps |= aiProcess_FlipUVs;
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if(Con::getBoolVariable("$Assimp::FlipWindingOrder", true))
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if(Con::getBoolVariable("$Assimp::FlipWindingOrder", false))
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ppsteps |= aiProcess_FlipWindingOrder;
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if(Con::getBoolVariable("$Assimp::Triangulate", true))
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@ -655,9 +655,6 @@ function AssimpImportDlg::showDialog(%this, %shapePath, %cmd)
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//Triangulate is a default(currently mandatory) behavior
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$Assimp::Triangulate = true;
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//FlipWindingOrder assimp uses ccw, t3d uses cw. Is there any reason to expose this?
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$Assimp::FlipWindingOrder = true;
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// $Assimp::FlipUVs will be needed for virtually all textured models
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$Assimp::FlipUVs = true;
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@ -655,9 +655,6 @@ function AssimpImportDlg::showDialog(%this, %shapePath, %cmd)
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//Triangulate is a default(currently mandatory) behavior
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$Assimp::Triangulate = true;
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//FlipWindingOrder assimp uses ccw, t3d uses cw. Is there any reason to expose this?
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$Assimp::FlipWindingOrder = true;
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// $Assimp::FlipUVs will be needed for virtually all textured models
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$Assimp::FlipUVs = true;
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