Fix build across all platforms.
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@ -240,7 +240,7 @@ class FbxMaterialsAccess
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{
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public:
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FbxMaterialAccess(const FbxMesh *pMesh) :
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FbxMaterialsAccess(const FbxMesh *pMesh, const std::map<const FbxTexture *, FbxString> &textureNames) :
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mappingMode(FbxGeometryElement::eNone),
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mesh(nullptr),
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indices(nullptr)
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@ -490,7 +490,7 @@ static void ReadMesh(RawModel &raw, FbxScene *pScene, FbxNode *pNode, const std:
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const FbxLayerElementAccess<FbxVector2> uvLayer0(pMesh->GetElementUV(0), pMesh->GetElementUVCount());
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const FbxLayerElementAccess<FbxVector2> uvLayer1(pMesh->GetElementUV(1), pMesh->GetElementUVCount());
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const FbxSkinningAccess skinning(pMesh, pScene, pNode);
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const FbxMaterialsAccess materials(pMesh, textureNames);
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const FbxMaterialsAccess materials(pMesh, textureNames);
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if (verboseOutput) {
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fmt::printf(
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@ -11,6 +11,7 @@
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#define __RAWMODEL_H__
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#include <unordered_map>
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#include <functional>
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enum RawVertexAttribute
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{
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