From Lionel Lagarde, "this correct how the ParticleEffect are serialized :
- the texture file name is taken from the TextFileName field - the texture file name is written using writeString "
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@ -23,8 +23,8 @@ bool ParticleEffect_readLocalData(osg::Object& object, osgDB::Input& fr)
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{
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osgParticle::ParticleEffect& effect = static_cast<osgParticle::ParticleEffect&>(object);
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bool itrAdvanced = false;
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if (fr.matchSequence("position %s"))
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if (fr.matchSequence("textFileName %s"))
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{
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effect.setTextureFileName(fr[1].getStr());
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fr += 2;
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@ -192,8 +192,7 @@ bool ParticleEffect_readLocalData(osg::Object& object, osgDB::Input& fr)
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bool ParticleEffect_writeLocalData(const osg::Object& object, osgDB::Output& fw)
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{
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const osgParticle::ParticleEffect& effect = static_cast<const osgParticle::ParticleEffect&>(object);
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fw.indent()<<"textFileName "<<effect.getTextureFileName()<<std::endl;
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fw.indent()<<"textFileName "<<fw.wrapString(effect.getTextureFileName())<<std::endl;
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fw.indent()<<"position "<<effect.getPosition()<<std::endl;
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fw.indent()<<"scale "<<effect.getScale()<<std::endl;
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fw.indent()<<"intensity "<<effect.getIntensity()<<std::endl;
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