git-svn-id: svn://db.shs.com.ru/libs@45 a8b55f48-bf90-11e4-a774-851b48703e85
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@@ -110,17 +110,15 @@ struct Material {
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QColor color_specular;
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QColor color_self_illumination;
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bool glass;
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float roughness;
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float specular;
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float transparency;
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float reflectivity;
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float iof;
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float dispersion;
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Map map_diffuse;
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Map map_bump;
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Map map_normal;
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Map map_relief;
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Map map_self_illumination;
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Map map_roughness;
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Map map_specularity;
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Map map_specular;
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/*Map map_diffuse_2;
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Map map_diffuse_3;
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@@ -130,7 +128,7 @@ struct Material {
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inline QDataStream & operator <<(QDataStream & s, const Map & m) {s << m.bitmap_path << m.color_amount << m.color_offset << m.animation << m.animation_frame_rate; return s;}
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inline QDataStream & operator >>(QDataStream & s, Map & m) {s >> m.bitmap_path >> m.color_amount >> m.color_offset >> m.animation >> m.animation_frame_rate; return s;}
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inline QDataStream & operator <<(QDataStream & s, const Material & m) {s << m.name << m.color_diffuse << m.color_specular << m.color_self_illumination << m.roughness << m.specular << m.transparency << m.reflectivity << m.glass << m.map_diffuse << m.map_bump << m.map_relief << m.map_specular << m.map_roughness; return s;}
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inline QDataStream & operator >>(QDataStream & s, Material & m) {s >> m.name >> m.color_diffuse >> m.color_specular >> m.color_self_illumination >> m.roughness >> m.specular >> m.transparency >> m.reflectivity >> m.glass >> m.map_diffuse >> m.map_bump >> m.map_relief >> m.map_specular >> m.map_roughness; return s;}
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inline QDataStream & operator <<(QDataStream & s, const Material & m) {s << m.name << m.color_diffuse << m.color_specular << m.color_self_illumination << m.transparency << m.reflectivity << m.glass << m.map_diffuse << m.map_normal << m.map_relief << m.map_specular << m.map_specularity << m.map_self_illumination; return s;}
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inline QDataStream & operator >>(QDataStream & s, Material & m) {s >> m.name >> m.color_diffuse >> m.color_specular >> m.color_self_illumination >> m.transparency >> m.reflectivity >> m.glass >> m.map_diffuse >> m.map_normal >> m.map_relief >> m.map_specular >> m.map_specularity >> m.map_self_illumination; return s;}
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#endif // GLMATERIAL_H
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