read tx1d tx2d tx3d texture names and print to info window
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@@ -21,7 +21,7 @@ GeometryEngine::GeometryEngine(QObject *parent)
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GeometryEngine::~GeometryEngine()
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{
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clearData();
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delete m_defaultMaterial->texture;
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delete m_defaultMaterial->texture0;
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delete m_defaultMaterial;
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}
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@@ -39,7 +39,7 @@ void GeometryEngine::clearData()
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if (m_materials != Q_NULLPTR)
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{
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for (auto it : *m_materials)
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delete it.texture;
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delete it.texture0;
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m_materials->clear();
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delete m_materials;
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}
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@@ -182,9 +182,9 @@ void GeometryEngine::drawGeometry(QOpenGLShaderProgram *program, bool wireframe)
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QVector3D specularColor;
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// bind the correct texture
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if (it.textureIndex < m_materials->size() && m_materials->at(it.textureIndex).texture != Q_NULLPTR)
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if (it.textureIndex < m_materials->size() && m_materials->at(it.textureIndex).texture0 != Q_NULLPTR)
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{
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m_materials->at(it.textureIndex).texture->bind();
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m_materials->at(it.textureIndex).texture0->bind();
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tmp_transparent = m_materials->at(it.textureIndex).transparent;
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tmp_specular = m_materials->at(it.textureIndex).flags[7];
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shininess = m_materials->at(it.textureIndex).shininess;
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@@ -192,7 +192,7 @@ void GeometryEngine::drawGeometry(QOpenGLShaderProgram *program, bool wireframe)
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}
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else
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{
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m_defaultMaterial->texture->bind();
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m_defaultMaterial->texture0->bind();
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tmp_transparent = m_defaultMaterial->transparent;
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}
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// Set model matrix
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