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Refactoring Serializing Textures
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@@ -96,7 +96,7 @@ namespace VRM.Samples
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return;
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}
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var vrm = VRMExporter.Export(UniGLTF.MeshExportSettings.Default, m_model, (Texture _) => false, TextureExporter.GetTextureBytesWithMime);
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var vrm = VRMExporter.Export(UniGLTF.MeshExportSettings.Default, m_model, new RuntimeTextureSerializer());
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var bytes = vrm.ToGlbBytes();
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File.WriteAllBytes(path, bytes);
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Debug.LogFormat("export to {0}", path);
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