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refactor: begin unglobbing std::vector
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@@ -70,7 +70,7 @@ void PreStitchedTextureMap::stitch()
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}
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// Collection bucket for multiple frames per texture
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std::unordered_map<TextureHolder *, vector<Texture *> * > textures; // = new HashMap<TextureHolder, List<Texture>>();
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std::unordered_map<TextureHolder *, std::vector<Texture *> * > textures; // = new HashMap<TextureHolder, List<Texture>>();
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Stitcher *stitcher = TextureManager::getInstance()->createStitcher(name);
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@@ -143,7 +143,7 @@ void PreStitchedTextureMap::stitch()
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std::wstring filename = path + textureFileName + extension;
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// TODO: [EB] Put the frames into a proper object, not this inside out hack
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vector<Texture *> *frames = TextureManager::getInstance()->createTextures(filename, m_mipMap);
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std::vector<Texture *> *frames = TextureManager::getInstance()->createTextures(filename, m_mipMap);
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if (frames == NULL || frames->empty())
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{
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continue; // Couldn't load a texture, skip it
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