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clean up comments
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@@ -309,9 +309,8 @@ Model Model::read_from_file(const std::string&
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ObjParser::MtlData mtl_data;
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result = load_obj(input_file.c_str(), &model, obj_info, message, nullptr, &mtl_data);
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if (result && obj_info.has_uv_png && !obj_info.uvs.empty() && !model.objects.empty()) {
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// Textured OBJ: hand the mesh + materials to the texture-to-color importer instead
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// of the flat per-face colour dialog. Replaces Orca's previous "not implemented"
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// placeholder for this branch.
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// Textured OBJ: hand the mesh + materials to the texture-to-color importer
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// instead of the flat per-face colour dialog.
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auto tex_mesh = std::make_shared<TexturedMesh>();
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std::string obj_dir = boost::filesystem::path(input_file).parent_path().string();
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if (obj_to_textured_mesh(obj_info,
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@@ -322,7 +321,7 @@ Model Model::read_from_file(const std::string&
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}
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else if (result && !model.objects.empty() && !model.objects.back()->volumes.empty()) {
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// Vertex-colour and MTL face-colour OBJs also go through the texture-to-color
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// importer (as precomputed per-face colors) instead of the legacy flat
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// importer (as precomputed per-face colors) instead of the flat
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// per-face colour dialog, matching the uv_png branch above.
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auto build_tex_mesh_geometry = [&]() {
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auto tex_mesh = std::make_shared<TexturedMesh>();
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@@ -374,7 +373,7 @@ Model Model::read_from_file(const std::string&
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else if (boost::algorithm::iends_with(input_file, ".glb") ||
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boost::algorithm::iends_with(input_file, ".gltf") ||
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boost::algorithm::iends_with(input_file, ".fbx")) {
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// These formats always carry material/texture data, so they go through the textured
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// These formats can carry material/texture data, so they go through the textured
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// import path: the geometry becomes a normal object and the texture is handed to the
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// texture-to-color dialog via Model::texture_mesh.
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auto tex_mesh = std::make_shared<TexturedMesh>();
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