improved objloader loading time by a lot
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@@ -379,13 +379,7 @@ public class OBJLoader
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if (m.subMeshCount != meshMaterialNames.Count)
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if (m.subMeshCount != meshMaterialNames.Count)
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m.subMeshCount = meshMaterialNames.Count;
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m.subMeshCount = meshMaterialNames.Count;
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int[] indexes = new int[0];
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var indexes = faces.SelectMany(f => f.indexes).ToArray();
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foreach (OBJFace f in faces)
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{
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int l = indexes.Length;
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System.Array.Resize(ref indexes, l + f.indexes.Length);
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System.Array.Copy(f.indexes, 0, indexes, l, f.indexes.Length);
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}
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for (int i = 0; i < indexes.Length; i++)
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for (int i = 0; i < indexes.Length; i++)
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{
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{
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@@ -432,7 +426,6 @@ public class OBJLoader
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Material[] processedMaterials = new Material[meshMaterialNames.Count];
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Material[] processedMaterials = new Material[meshMaterialNames.Count];
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for (int i = 0; i < meshMaterialNames.Count; i++)
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for (int i = 0; i < meshMaterialNames.Count; i++)
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{
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{
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if (materialCache == null)
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if (materialCache == null)
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{
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{
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processedMaterials[i] = new Material(Shader.Find("Standard (Specular setup)"));
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processedMaterials[i] = new Material(Shader.Find("Standard (Specular setup)"));
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