add texture support in SDF, URDF for both OpenGL and software renderer (TinyRenderer)
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@@ -56,7 +56,31 @@ ImportObjSetup::~ImportObjSetup()
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int loadAndRegisterMeshFromFile2(const std::string& fileName, CommonRenderInterface* renderer)
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{
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int shapeId = -1;
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b3ImportMeshData meshData;
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if (b3ImportMeshUtility::loadAndRegisterMeshFromFileInternal(fileName, meshData))
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{
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int textureIndex = -1;
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if (meshData.m_textureImage)
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{
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textureIndex = renderer->registerTexture(meshData.m_textureImage,meshData.m_textureWidth,meshData.m_textureHeight);
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}
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shapeId = renderer->registerShape(&meshData.m_gfxShape->m_vertices->at(0).xyzw[0],
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meshData.m_gfxShape->m_numvertices,
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&meshData.m_gfxShape->m_indices->at(0),
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meshData.m_gfxShape->m_numIndices,
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B3_GL_TRIANGLES,
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textureIndex);
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delete meshData.m_gfxShape;
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delete meshData.m_textureImage;
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}
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return shapeId;
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}
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@@ -77,7 +101,7 @@ void ImportObjSetup::initPhysics()
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btVector3 scaling(1,1,1);
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btVector3 color(1,1,1);
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int shapeId = b3ImportMeshUtility::loadAndRegisterMeshFromFile(m_fileName, m_guiHelper->getRenderInterface());
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int shapeId = loadAndRegisterMeshFromFile2(m_fileName, m_guiHelper->getRenderInterface());
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if (shapeId>=0)
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{
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//int id =
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