expose texture unique id after loading URD file, so you can restore to the original texture after changing it to a custom texture. See also getTextureUid.py example.
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@@ -595,6 +595,11 @@ typedef union {
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#define MAX_RAY_HITS MAX_RAY_INTERSECTION_BATCH_SIZE
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#define VISUAL_SHAPE_MAX_PATH_LEN 1024
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enum b3VisualShapeDataFlags
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{
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eVISUAL_SHAPE_DATA_TEXTURE_UNIQUE_IDS = 1,
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};
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struct b3VisualShapeData
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{
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int m_objectUniqueId;
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@@ -605,6 +610,10 @@ struct b3VisualShapeData
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double m_localVisualFrame[7];//pos[3], orn[4]
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//todo: add more data if necessary (material color etc, although material can be in asset file .obj file)
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double m_rgbaColor[4];
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int m_tinyRendererTextureId;
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int m_textureUniqueId;
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int m_openglTextureId;
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};
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struct b3VisualShapeInformation
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