Cleaning up.
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@ -155,18 +155,15 @@ namespace Ogre
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if(iterRegionGeometry->m_bContainsSingleMaterialPatch)
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{
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SurfacePatchRenderable* singleMaterialSurfacePatchRenderable;
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try
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//if(hasMovableObject(singleMaterialNode.str(),"SimpleRenderable") )
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if(hasMovableObject(singleMaterialNode.str(),SurfacePatchRenderableFactory::FACTORY_TYPE_NAME) )
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{
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LogManager::getSingleton().logMessage("FOUND IT!!!!!!!!!!!!!!!!!!!!!!!!!!");
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singleMaterialSurfacePatchRenderable = dynamic_cast<SurfacePatchRenderable*>(sceneNode->getAttachedObject(singleMaterialNode.str()));
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//singleMaterialSurfacePatchRenderable = dynamic_cast<SurfacePatchRenderable*>(getMovableObject(singleMaterialNode.str(), "SurfacePatchRenderable"));
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singleMaterialSurfacePatchRenderable = dynamic_cast<SurfacePatchRenderable*>(getMovableObject(singleMaterialNode.str(), SurfacePatchRenderableFactory::FACTORY_TYPE_NAME));
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singleMaterialSurfacePatchRenderable->updateWithNewSurfacePatch(iterRegionGeometry->m_patchSingleMaterial);
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}
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catch(Ogre::ItemIdentityException)
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//else
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else
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{
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singleMaterialSurfacePatchRenderable = new SurfacePatchRenderable(singleMaterialNode.str(), iterRegionGeometry->m_patchSingleMaterial,materialMap->getMaterialAtIndex(1));
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singleMaterialSurfacePatchRenderable = dynamic_cast<SurfacePatchRenderable*>(createMovableObject(singleMaterialNode.str(), SurfacePatchRenderableFactory::FACTORY_TYPE_NAME));
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singleMaterialSurfacePatchRenderable->setInitialSurfacePatch(iterRegionGeometry->m_patchSingleMaterial,materialMap->getMaterialAtIndex(1));
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singleMaterialSurfacePatchRenderable->setRenderQueueGroup(RENDER_QUEUE_4);
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sceneNode->attachObject(singleMaterialSurfacePatchRenderable);
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}
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@ -195,7 +192,8 @@ namespace Ogre
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}
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if(multiMaterialSurfacePatchRenderable == 0)
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{
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SurfacePatchRenderable* multiMaterialSurfacePatchRenderable = new SurfacePatchRenderable(multiMaterialNode.str(), iterRegionGeometry->m_patchMultiMaterial,materialMap->getMaterialAtIndex(2));
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SurfacePatchRenderable* multiMaterialSurfacePatchRenderable = new SurfacePatchRenderable(multiMaterialNode.str());
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multiMaterialSurfacePatchRenderable->setInitialSurfacePatch(iterRegionGeometry->m_patchMultiMaterial,materialMap->getMaterialAtIndex(2));
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multiMaterialSurfacePatchRenderable->setRenderQueueGroup(RENDER_QUEUE_3);
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sceneNode->attachObject(multiMaterialSurfacePatchRenderable);
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}
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