remove some unused function args
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94e06c9859
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7301f33b26
@ -383,7 +383,6 @@ extern "C" void StartKetsjiShell(struct ScrArea *area,
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{
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// convert and add scene
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sceneconverter->ConvertScene(
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startscenename,
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startscene,
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dictionaryobject,
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keyboarddevice,
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@ -682,7 +681,6 @@ extern "C" void StartKetsjiShellSimulation(struct ScrArea *area,
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{
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// convert and add scene
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sceneconverter->ConvertScene(
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startscenename,
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startscene,
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dictionaryobject,
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keyboarddevice,
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@ -326,7 +326,6 @@ bool ConvertMaterial(
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MFace* mface,
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MCol* mmcol,
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int lightlayer,
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Object* blenderobj,
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MTF_localLayer *layers,
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bool glslmat)
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{
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@ -752,11 +751,11 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
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// Determine if we need to make a skinned mesh
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if (mesh->dvert || mesh->key || ((blenderobj->gameflag & OB_SOFT_BODY) != 0) || BL_ModifierDeformer::HasCompatibleDeformer(blenderobj))
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{
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meshobj = new BL_SkinMeshObject(mesh, lightlayer);
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meshobj = new BL_SkinMeshObject(mesh);
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skinMesh = true;
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}
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else
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meshobj = new RAS_MeshObject(mesh, lightlayer);
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meshobj = new RAS_MeshObject(mesh);
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// Extract avaiable layers
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MTF_localLayer *layers = new MTF_localLayer[MAX_MTFACE];
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@ -861,7 +860,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
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if (!bl_mat)
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bl_mat = new BL_Material();
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ConvertMaterial(bl_mat, ma, tface, tfaceName, mface, mcol,
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lightlayer, blenderobj, layers, converter->GetGLSLMaterials());
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lightlayer, layers, converter->GetGLSLMaterials());
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visible = ((bl_mat->ras_mode & POLY_VIS)!=0);
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collider = ((bl_mat->ras_mode & COLLIDER)!=0);
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@ -1699,8 +1698,7 @@ static KX_GameObject *gameobject_from_blenderobject(
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Object *ob,
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KX_Scene *kxscene,
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RAS_IRenderTools *rendertools,
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KX_BlenderSceneConverter *converter,
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Scene *blenderscene)
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KX_BlenderSceneConverter *converter)
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{
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KX_GameObject *gameobj = NULL;
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@ -1912,7 +1910,6 @@ KX_GameObject* getGameOb(STR_String busc,CListValue* sumolist){
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// convert blender objects into ketsji gameobjects
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void BL_ConvertBlenderObjects(struct Main* maggie,
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const STR_String& scenename,
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KX_Scene* kxscene,
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KX_KetsjiEngine* ketsjiEngine,
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e_PhysicsEngine physics_engine,
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@ -1925,7 +1922,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
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)
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{
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Scene *blenderscene = converter->GetBlenderSceneForName(scenename);
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Scene *blenderscene = kxscene->GetBlenderScene();
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// for SETLOOPER
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Scene *sce;
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Base *base;
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@ -2021,8 +2018,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
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base->object,
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kxscene,
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rendertools,
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converter,
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blenderscene);
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converter);
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bool isInActiveLayer = (blenderobject->lay & activeLayerBitInfo) !=0;
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bool addobj=true;
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@ -2211,8 +2207,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
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blenderobject,
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kxscene,
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rendertools,
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converter,
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blenderscene);
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converter);
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// this code is copied from above except that
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// object from groups are never in active layer
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@ -37,7 +37,6 @@
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class RAS_MeshObject* BL_ConvertMesh(struct Mesh* mesh,struct Object* lightobj,class RAS_IRenderTools* rendertools,class KX_Scene* scene, class KX_BlenderSceneConverter *converter);
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void BL_ConvertBlenderObjects(struct Main* maggie,
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const STR_String& scenename,
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class KX_Scene* kxscene,
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class KX_KetsjiEngine* ketsjiEngine,
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e_PhysicsEngine physics_engine,
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@ -46,8 +46,8 @@
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#include "BL_SkinMeshObject.h"
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#include "BL_DeformableGameObject.h"
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BL_SkinMeshObject::BL_SkinMeshObject(Mesh* mesh, int lightlayer)
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: RAS_MeshObject (mesh, lightlayer)
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BL_SkinMeshObject::BL_SkinMeshObject(Mesh* mesh)
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: RAS_MeshObject (mesh)
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{
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m_bDeformed = true;
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@ -46,7 +46,7 @@ protected:
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vector<int> m_cacheWeightIndex;
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public:
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BL_SkinMeshObject(Mesh* mesh, int lightlayer);
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BL_SkinMeshObject(Mesh* mesh);
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~BL_SkinMeshObject();
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void UpdateBuckets(void* clientobj, double* oglmatrix,
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@ -255,15 +255,14 @@ struct BlenderDebugDraw : public btIDebugDraw
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#endif
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void KX_BlenderSceneConverter::ConvertScene(const STR_String& scenename,
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class KX_Scene* destinationscene,
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void KX_BlenderSceneConverter::ConvertScene(class KX_Scene* destinationscene,
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PyObject* dictobj,
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class SCA_IInputDevice* keyinputdev,
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class RAS_IRenderTools* rendertools,
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class RAS_ICanvas* canvas)
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{
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//find out which physics engine
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Scene *blenderscene = GetBlenderSceneForName(scenename);
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Scene *blenderscene = destinationscene->GetBlenderScene();
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e_PhysicsEngine physics_engine = UseBullet;
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bool useDbvtCulling = false;
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@ -357,7 +356,6 @@ void KX_BlenderSceneConverter::ConvertScene(const STR_String& scenename,
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}
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BL_ConvertBlenderObjects(m_maggie,
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scenename,
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destinationscene,
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m_ketsjiEngine,
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physics_engine,
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@ -92,7 +92,6 @@ public:
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* dictobj: python dictionary (for pythoncontrollers)
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*/
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virtual void ConvertScene(
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const STR_String& scenename,
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class KX_Scene* destinationscene,
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PyObject* dictobj,
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class SCA_IInputDevice* keyinputdev,
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@ -47,7 +47,7 @@ public:
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destinationscene: pass an empty scene, everything goes into this
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dictobj: python dictionary (for pythoncontrollers)
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*/
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virtual void ConvertScene(const STR_String& scenename,
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virtual void ConvertScene(
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class KX_Scene* destinationscene,
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PyObject* dictobj,
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class SCA_IInputDevice* keyinputdev,
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@ -1603,8 +1603,7 @@ KX_Scene* KX_KetsjiEngine::CreateScene(const STR_String& scenename)
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scenename,
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scene);
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m_sceneconverter->ConvertScene(scenename,
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tmpscene,
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m_sceneconverter->ConvertScene(tmpscene,
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m_pythondictionary,
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m_keyboarddevice,
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m_rendertools,
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@ -90,9 +90,8 @@ struct RAS_MeshObject::fronttoback
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STR_String RAS_MeshObject::s_emptyname = "";
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RAS_MeshObject::RAS_MeshObject(Mesh* mesh, int lightlayer)
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: //m_lightlayer(lightlayer),
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m_bModified(true),
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RAS_MeshObject::RAS_MeshObject(Mesh* mesh)
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: m_bModified(true),
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m_bMeshModified(true),
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m_mesh(mesh),
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m_bDeformed(false)
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@ -55,7 +55,6 @@ class RAS_MeshObject
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{
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private:
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unsigned int m_debugcolor;
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//int m_lightlayer;
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bool m_bModified;
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bool m_bMeshModified;
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@ -77,7 +76,7 @@ protected:
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public:
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// for now, meshes need to be in a certain layer (to avoid sorting on lights in realtime)
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RAS_MeshObject(Mesh* mesh, int lightlayer);
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RAS_MeshObject(Mesh* mesh);
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virtual ~RAS_MeshObject();
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