Fixes to Windows build in liu of the move to using just std::streams.
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@@ -191,62 +191,62 @@ bool Material_writeLocalData(const Object& obj, Output& fw)
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switch(material.getColorMode())
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{
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case(Material::AMBIENT): fw.indent() << "ColorMode AMBIENT" << endl; break;
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case(Material::DIFFUSE): fw.indent() << "ColorMode DIFFUSE" << endl; break;
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case(Material::SPECULAR): fw.indent() << "ColorMode SPECULAR" << endl; break;
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case(Material::EMISSION): fw.indent() << "ColorMode EMISSION" << endl; break;
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case(Material::AMBIENT_AND_DIFFUSE): fw.indent() << "ColorMode AMBIENT_AND_DIFFUSE" << endl; break;
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case(Material::OFF): fw.indent() << "ColorMode OFF" << endl; break;
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case(Material::AMBIENT): fw.indent() << "ColorMode AMBIENT" << std::endl; break;
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case(Material::DIFFUSE): fw.indent() << "ColorMode DIFFUSE" << std::endl; break;
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case(Material::SPECULAR): fw.indent() << "ColorMode SPECULAR" << std::endl; break;
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case(Material::EMISSION): fw.indent() << "ColorMode EMISSION" << std::endl; break;
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case(Material::AMBIENT_AND_DIFFUSE): fw.indent() << "ColorMode AMBIENT_AND_DIFFUSE" << std::endl; break;
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case(Material::OFF): fw.indent() << "ColorMode OFF" << std::endl; break;
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}
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if (material.getAmbientFrontAndBack())
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{
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fw.indent() << "ambientColor " << material.getAmbient(Material::FRONT) << endl;
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fw.indent() << "ambientColor " << material.getAmbient(Material::FRONT) << std::endl;
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}
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else
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{
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fw.indent() << "ambientColor FRONT " << material.getAmbient(Material::FRONT) << endl;
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fw.indent() << "ambientColor BACK " << material.getAmbient(Material::BACK) << endl;
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fw.indent() << "ambientColor FRONT " << material.getAmbient(Material::FRONT) << std::endl;
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fw.indent() << "ambientColor BACK " << material.getAmbient(Material::BACK) << std::endl;
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}
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if (material.getDiffuseFrontAndBack())
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{
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fw.indent() << "diffuseColor " << material.getDiffuse(Material::FRONT) << endl;
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fw.indent() << "diffuseColor " << material.getDiffuse(Material::FRONT) << std::endl;
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}
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else
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{
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fw.indent() << "diffuseColor FRONT " << material.getDiffuse(Material::FRONT) << endl;
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fw.indent() << "diffuseColor BACK " << material.getDiffuse(Material::BACK) << endl;
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fw.indent() << "diffuseColor FRONT " << material.getDiffuse(Material::FRONT) << std::endl;
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fw.indent() << "diffuseColor BACK " << material.getDiffuse(Material::BACK) << std::endl;
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}
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if (material.getSpecularFrontAndBack())
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{
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fw.indent() << "specularColor " << material.getSpecular(Material::FRONT) << endl;
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fw.indent() << "specularColor " << material.getSpecular(Material::FRONT) << std::endl;
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}
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else
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{
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fw.indent() << "specularColor FRONT " << material.getSpecular(Material::FRONT) << endl;
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fw.indent() << "specularColor BACK " << material.getSpecular(Material::BACK) << endl;
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fw.indent() << "specularColor FRONT " << material.getSpecular(Material::FRONT) << std::endl;
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fw.indent() << "specularColor BACK " << material.getSpecular(Material::BACK) << std::endl;
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}
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if (material.getEmissionFrontAndBack())
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{
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fw.indent() << "emissionColor " << material.getEmission(Material::FRONT) << endl;
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fw.indent() << "emissionColor " << material.getEmission(Material::FRONT) << std::endl;
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}
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else
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{
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fw.indent() << "emissionColor FRONT " << material.getEmission(Material::FRONT) << endl;
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fw.indent() << "emissionColor BACK " << material.getEmission(Material::BACK) << endl;
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fw.indent() << "emissionColor FRONT " << material.getEmission(Material::FRONT) << std::endl;
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fw.indent() << "emissionColor BACK " << material.getEmission(Material::BACK) << std::endl;
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}
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if (material.getShininessFrontAndBack())
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{
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fw.indent() << "shininess " << material.getShininess(Material::FRONT) << endl;
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fw.indent() << "shininess " << material.getShininess(Material::FRONT) << std::endl;
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}
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else
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{
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fw.indent() << "shininess FRONT " << material.getShininess(Material::FRONT) << endl;
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fw.indent() << "shininess BACK " << material.getShininess(Material::BACK) << endl;
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fw.indent() << "shininess FRONT " << material.getShininess(Material::FRONT) << std::endl;
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fw.indent() << "shininess BACK " << material.getShininess(Material::BACK) << std::endl;
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}
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return true;
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