in CCBundle3D.cpp
bool Bundle3D::loadMaterialsBinary(MaterialDatas& materialdatas)
{
if (!seekToFirstType(BUNDLE_TYPE_MATERIAL))
return false;
unsigned int materialnum = 1;
_binaryReader.read(&materialnum, 4, 1);
for (unsigned int i = 0; i < materialnum; i++)
{
NMaterialData materialData;
materialData.id = _binaryReader.readString();
// skip: diffuse(3), ambient(3), emissive(3), opacity(1), specular(3), shininess(1)
…
Why skip materials data(diffuse, ambient, emissive, opacity, specular, shininess) in loadMaterials?
How can I use these data?