fix untextured triangle problem
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bccfb40463
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0fbb4b671a
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@ -356,18 +356,6 @@ make_indexed_primitive(EggPrimitive *egg_prim, PandaNode *parent,
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return;
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}
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bucket.set_coords(_comp_verts_maker._coords);
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bucket.set_normals(_comp_verts_maker._norms);
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bucket.set_colors(_comp_verts_maker._colors);
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ComputedVerticesMaker::TexCoords::const_iterator tci;
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for (tci = _comp_verts_maker._texcoords.begin();
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tci != _comp_verts_maker._texcoords.end();
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++tci) {
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const TexCoordName *name = (*tci).first;
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bucket.set_texcoords(name, (*tci).second);
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}
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LMatrix4d mat;
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if (transform != NULL) {
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@ -487,6 +475,22 @@ make_indexed_primitive(EggPrimitive *egg_prim, PandaNode *parent,
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bprim.set_color(cindex);
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}
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// We have to set up the arrays after we have iterated through the
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// vertices, because iterating through the vertices might discover
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// additional texture coordinate sets that we didn't know about
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// before.
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bucket.set_coords(_comp_verts_maker._coords);
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bucket.set_normals(_comp_verts_maker._norms);
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bucket.set_colors(_comp_verts_maker._colors);
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ComputedVerticesMaker::TexCoords::const_iterator tci;
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for (tci = _comp_verts_maker._texcoords.begin();
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tci != _comp_verts_maker._texcoords.end();
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++tci) {
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const TexCoordName *name = (*tci).first;
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bucket.set_texcoords(name, (*tci).second);
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}
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_builder.add_prim(bucket, bprim);
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}
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