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chore: fix some minor typos
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@@ -17,7 +17,7 @@ namespace
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assert(node->attrib_type == UFBX_ELEMENT_MESH);
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if (mesh->instances.count != 1)
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con::warn("mesh {} has {} instances, only the 1st instace will be used.", node->name.data, mesh->instances.count);
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con::warn("mesh {} has {} instances, only the 1st instance will be used.", node->name.data, mesh->instances.count);
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if (mesh->num_triangles == 0)
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{
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@@ -84,9 +84,9 @@ namespace
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ufbx_face* face = &mesh->faces.data[faceIndex];
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// Triangulate the face into the indices vector
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uint32_t triangluatedTriCount = ufbx_triangulate_face(tempIndices.data(), tempIndices.size(), mesh, *face);
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uint32_t triangulatedTriCount = ufbx_triangulate_face(tempIndices.data(), tempIndices.size(), mesh, *face);
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for (uint32_t idxOfIndex = 0; idxOfIndex < triangluatedTriCount * 3; idxOfIndex++)
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for (uint32_t idxOfIndex = 0; idxOfIndex < triangulatedTriCount * 3; idxOfIndex++)
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{
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BSPVertex vertex;
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uint32_t index = tempIndices[idxOfIndex];
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@@ -234,7 +234,7 @@ namespace BSP
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const auto colFile = searchPath.Open(colFbxPath);
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if (!colFile.IsOpen())
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{
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con::warn("Failed to open map collison fbx file: {}. map gfx will be used for collision instead.", colFbxPath);
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con::warn("Failed to open map collision fbx file: {}. map gfx will be used for collision instead.", colFbxPath);
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colScene = gfxScene;
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}
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else
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