Fixed texture deduping
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@@ -320,7 +320,7 @@ namespace SplashEdit.RuntimeCode
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foreach (Tri tri in exporter.Mesh.Triangles)
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{
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int expander = 16 / ((int)tri.Texture.BitDepth);
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int expander = 16 / ((int)exporter.GetTexture(tri.TextureIndex).BitDepth);
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// Write vertices coordinates
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foreachVertexDo(tri, (v) => writeVertexPosition(v));
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@@ -331,19 +331,19 @@ namespace SplashEdit.RuntimeCode
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foreachVertexDo(tri, (v) => writeVertexColor(v));
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// Write UVs for each vertex, adjusting for texture packing
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foreachVertexDo(tri, (v) => writeVertexUV(v, tri.Texture, expander));
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foreachVertexDo(tri, (v) => writeVertexUV(v, exporter.GetTexture(tri.TextureIndex), expander));
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writer.Write((ushort)0); // padding
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TPageAttr tpage = new TPageAttr();
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tpage.SetPageX(tri.Texture.TexpageX);
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tpage.SetPageY(tri.Texture.TexpageY);
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tpage.Set(tri.Texture.BitDepth.ToColorMode());
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tpage.SetPageX(exporter.GetTexture(tri.TextureIndex).TexpageX);
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tpage.SetPageY(exporter.GetTexture(tri.TextureIndex).TexpageY);
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tpage.Set(exporter.GetTexture(tri.TextureIndex).BitDepth.ToColorMode());
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tpage.SetDithering(true);
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writer.Write((ushort)tpage.info);
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writer.Write((ushort)tri.Texture.ClutPackingX);
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writer.Write((ushort)tri.Texture.ClutPackingY);
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writer.Write((ushort)exporter.GetTexture(tri.TextureIndex).ClutPackingX);
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writer.Write((ushort)exporter.GetTexture(tri.TextureIndex).ClutPackingY);
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writer.Write((ushort)0);
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}
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}
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