Added import option to reverse winding order
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@@ -385,6 +385,19 @@ bool ProcessMesh(ImporterData& data, FbxMesh* fbxMesh, MeshData& mesh, String& e
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mesh.Indices[i] = fbxIndices[i];
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}
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if (data.Options.ReverseWindingOrder)
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{
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for (int32 i = 0; i < vertexCount; i += 3)
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{
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Swap(meshIndices[i + 1], meshIndices[i + 2]);
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Swap(meshPositions[i + 1], meshPositions[i + 2]);
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if (meshNormals)
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Swap(meshNormals[i + 1], meshNormals[i + 2]);
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if (meshTangents)
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Swap(meshTangents[i + 1], meshTangents[i + 2]);
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}
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}
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// Texture coordinates
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FbxGeometryElementUV* texcoords = fbxMesh->GetElementUV(0);
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if (texcoords)
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