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Decreased distance to weld vertices to fix some parts not drawing correctly.
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@@ -1541,6 +1541,7 @@ void lcLibraryMeshData::AddMeshData(const lcLibraryMeshData& Data, const lcMatri
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{
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int VertexCount = Data.mVertices.GetSize();
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lcArray<lcuint32> IndexRemap(VertexCount);
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const float DistanceEpsilon = 0.05f;
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if (!TextureMap)
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{
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@@ -1556,7 +1557,7 @@ void lcLibraryMeshData::AddMeshData(const lcLibraryMeshData& Data, const lcMatri
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lcVertex& DstVertex = mVertices[DstVertexIdx];
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// if (Vertex == mVertices[DstVertexIdx])
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if (fabsf(Position.x - DstVertex.Position.x) < 0.1f && fabsf(Position.y - DstVertex.Position.y) < 0.1f && fabsf(Position.z - DstVertex.Position.z) < 0.1f)
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if (fabsf(Position.x - DstVertex.Position.x) < DistanceEpsilon && fabsf(Position.y - DstVertex.Position.y) < DistanceEpsilon && fabsf(Position.z - DstVertex.Position.z) < DistanceEpsilon)
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{
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Index = DstVertexIdx;
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break;
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@@ -1590,7 +1591,7 @@ void lcLibraryMeshData::AddMeshData(const lcLibraryMeshData& Data, const lcMatri
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lcVertexTextured& DstVertex = mTexturedVertices[DstVertexIdx];
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// if (Vertex == mTexturedVertices[DstVertexIdx])
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if (fabsf(Position.x - DstVertex.Position.x) < 0.1f && fabsf(Position.y - DstVertex.Position.y) < 0.1f && fabsf(Position.z - DstVertex.Position.z) < 0.1f &&
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if (fabsf(Position.x - DstVertex.Position.x) < DistanceEpsilon && fabsf(Position.y - DstVertex.Position.y) < DistanceEpsilon && fabsf(Position.z - DstVertex.Position.z) < DistanceEpsilon &&
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fabsf(TexCoord.x - DstVertex.TexCoord.x) < 0.01f && fabsf(TexCoord.y - DstVertex.TexCoord.y) < 0.01f)
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{
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Index = DstVertexIdx;
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