Fixing more stuff so i can import the car as well
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@@ -110,6 +110,9 @@ void MeshLoader::loadMaterials(const aiScene* scene, const Map<std::string, PTex
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std::string materialName = fmt::format("M{0}{1}{2}", baseName, material->GetName().C_Str(), i);
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materialName.erase(std::remove(materialName.begin(), materialName.end(), '.'), materialName.end()); // dots break adding the .asset extension later
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materialName.erase(std::remove(materialName.begin(), materialName.end(), '-'), materialName.end()); // dots break adding the .asset extension later
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materialName.erase(std::remove(materialName.begin(), materialName.end(), ' '), materialName.end()); // dots break adding the .asset extension later
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materialName.erase(std::remove(materialName.begin(), materialName.end(), '('), materialName.end()); // dots break adding the .asset extension later
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materialName.erase(std::remove(materialName.begin(), materialName.end(), ')'), materialName.end()); // dots break adding the .asset extension later
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Gfx::ODescriptorLayout materialLayout = graphics->createDescriptorLayout("pMaterial");
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Array<OShaderExpression> expressions;
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Array<std::string> parameters;
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@@ -161,6 +164,14 @@ void MeshLoader::loadMaterials(const aiScene* scene, const Map<std::string, PTex
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});
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texture = AssetRegistry::findTexture(importPath, texFilename.stem().string());
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}
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else if (std::filesystem::exists(meshDirectory / texFilename))
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{
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AssetImporter::importTexture(TextureImportArgs{
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.filePath = meshDirectory / texFilename,
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.importPath = importPath,
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});
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texture = AssetRegistry::findTexture(importPath, texFilename.stem().string());
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}
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else
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{
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std::cout << "couldnt find " << texPath.C_Str() << std::endl;
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