Adding UV coordinates to the model if they are defined for the mesh even if no material is applied.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9383 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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@ -360,8 +360,19 @@ public class MeshHelper extends AbstractBlenderHelper {
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materialContext.applyMaterial(geometry, structure.getOldMemoryAddress(), noTextures, uvCoordinates.get(Integer.valueOf(materialNumber)), blenderContext);
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}
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} else {
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//add UV coordinates if they are defined even if the material is not applied to the model
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VertexBuffer uvCoordsBuffer = null;
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if(uvCoordinates.size() > 0) {
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List<Vector2f> uvs = uvCoordinates.get(0);
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uvCoordsBuffer = new VertexBuffer(Type.TexCoord);
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uvCoordsBuffer.setupData(Usage.Static, 2, Format.Float, BufferUtils.createFloatBuffer(uvs.toArray(new Vector2f[uvs.size()])));
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}
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for(Geometry geometry : geometries) {
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geometry.setMaterial(blenderContext.getDefaultMaterial());
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if(uvCoordsBuffer != null) {
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geometry.getMesh().setBuffer(uvCoordsBuffer);
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}
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}
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}
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