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@ -62,7 +62,6 @@ LegoResult LegoLOD::Read(Tgl::Renderer* p_renderer, LegoTextureContainer* p_text
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LegoTextureInfo* textureInfo = NULL;
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LegoTextureInfo* textureInfo = NULL;
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LegoU32 i, meshUnd1, meshUnd2, tempNumVertsAndNormals;
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LegoU32 i, meshUnd1, meshUnd2, tempNumVertsAndNormals;
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Tgl::ShadingModel shadingModel;
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unsigned char paletteEntries[256];
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unsigned char paletteEntries[256];
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if (p_storage->Read(&m_unk0x08, sizeof(m_unk0x08)) != SUCCESS) {
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if (p_storage->Read(&m_unk0x08, sizeof(m_unk0x08)) != SUCCESS) {
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@ -96,7 +95,6 @@ LegoResult LegoLOD::Read(Tgl::Renderer* p_renderer, LegoTextureContainer* p_text
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goto done;
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goto done;
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}
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}
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// probably TODO
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numVerts = *((LegoU16*) &tempNumVertsAndNormals) & MAXSHORT;
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numVerts = *((LegoU16*) &tempNumVertsAndNormals) & MAXSHORT;
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numNormals = (*((LegoU16*) &tempNumVertsAndNormals + 1) >> 1) & MAXSHORT;
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numNormals = (*((LegoU16*) &tempNumVertsAndNormals + 1) >> 1) & MAXSHORT;
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@ -129,6 +127,7 @@ LegoResult LegoLOD::Read(Tgl::Renderer* p_renderer, LegoTextureContainer* p_text
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for (i = 0; i < m_numMeshes; i++) {
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for (i = 0; i < m_numMeshes; i++) {
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LegoU32 numPolys, numVertices, numTextureIndices, meshIndex;
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LegoU32 numPolys, numVertices, numTextureIndices, meshIndex;
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const LegoChar *textureName, *materialName;
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const LegoChar *textureName, *materialName;
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Tgl::ShadingModel shadingModel;
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if (p_storage->Read(&numPolys, 2) != SUCCESS) {
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if (p_storage->Read(&numPolys, 2) != SUCCESS) {
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goto done;
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goto done;
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