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https://github.com/Laupetin/OpenAssetTools.git
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fix: compilation on linux
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@@ -33,7 +33,7 @@ namespace
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const auto js = nlohmann::json::parse(*file.m_stream.get());
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const auto js = nlohmann::json::parse(*file.m_stream.get());
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std::string techSetName = js["name"];
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std::string techSetName = js["name"];
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techniqueSet->name = _strdup(techSetName.c_str());
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techniqueSet->name = m_memory.Dup(techSetName.c_str());
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techniqueSet->worldVertFormat = (unsigned char)js["worldVertFormat"];
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techniqueSet->worldVertFormat = (unsigned char)js["worldVertFormat"];
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for (int i = 0; i < 36; i++)
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for (int i = 0; i < 36; i++)
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@@ -50,7 +50,7 @@ namespace
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techniqueSet->techniques[i] = technique;
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techniqueSet->techniques[i] = technique;
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std::string techName = techniqueJs["name"];
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std::string techName = techniqueJs["name"];
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technique->name = _strdup(techName.c_str());
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technique->name = m_memory.Dup(techName.c_str());
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technique->flags = techniqueJs["flags"];
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technique->flags = techniqueJs["flags"];
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technique->passCount = techniqueJs["passCount"];
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technique->passCount = techniqueJs["passCount"];
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assert(technique->passCount == 1);
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assert(technique->passCount == 1);
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@@ -127,7 +127,7 @@ namespace
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currPass->pixelShader = new MaterialPixelShader;
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currPass->pixelShader = new MaterialPixelShader;
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std::string pixelName = passJs["pixelShader"]["name"];
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std::string pixelName = passJs["pixelShader"]["name"];
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currPass->pixelShader->name = _strdup(pixelName.c_str());
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currPass->pixelShader->name = m_memory.Dup(pixelName.c_str());
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currPass->pixelShader->prog.ps = nullptr;
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currPass->pixelShader->prog.ps = nullptr;
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const auto psFileName = shader::GetFileNameForPixelShaderAssetName(pixelName);
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const auto psFileName = shader::GetFileNameForPixelShaderAssetName(pixelName);
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@@ -151,7 +151,7 @@ namespace
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currPass->vertexShader = new MaterialVertexShader;
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currPass->vertexShader = new MaterialVertexShader;
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std::string vertexName = passJs["vertexShader"]["name"];
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std::string vertexName = passJs["vertexShader"]["name"];
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currPass->vertexShader->name = _strdup(vertexName.c_str());
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currPass->vertexShader->name = m_memory.Dup(vertexName.c_str());
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currPass->vertexShader->prog.vs = nullptr;
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currPass->vertexShader->prog.vs = nullptr;
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const auto vsFileName = shader::GetFileNameForVertexShaderAssetName(vertexName);
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const auto vsFileName = shader::GetFileNameForVertexShaderAssetName(vertexName);
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