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Actually remove trailing whitespace for non-header files as well.
This was SVN commit r18989.
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@@ -87,7 +87,7 @@ bool CObjectEntry::BuildVariation(const std::vector<std::set<CStr> >& selections
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textureProps.SetWrap(GL_CLAMP_TO_BORDER);
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CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
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// TODO: Should check which renderpath is selected and only preload the necessary textures.
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texture->Prefetch();
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texture->Prefetch();
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material.AddSampler(CMaterial::TextureSampler(samp.m_SamplerName, texture));
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}
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@@ -121,7 +121,7 @@ bool CObjectEntry::BuildVariation(const std::vector<std::set<CStr> >& selections
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return false;
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}
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// delete old model, create new
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// delete old model, create new
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CModel* model = new CModel(objectManager.GetSkeletonAnimManager(), m_Simulation);
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delete m_Model;
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m_Model = model;
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@@ -137,10 +137,10 @@ bool CObjectEntry::BuildVariation(const std::vector<std::set<CStr> >& selections
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CTextureProperties textureProps(samp.m_SamplerFile);
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textureProps.SetWrap(GL_CLAMP_TO_EDGE);
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CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
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// if we've loaded this model we're probably going to render it soon, so prefetch its texture.
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// if we've loaded this model we're probably going to render it soon, so prefetch its texture.
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// All textures are prefetched even in the fixed pipeline, including the normal maps etc.
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// TODO: Should check which renderpath is selected and only preload the necessary textures.
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texture->Prefetch();
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texture->Prefetch();
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model->GetMaterial().AddSampler(CMaterial::TextureSampler(samp.m_SamplerName, texture));
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}
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