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@@ -99,6 +99,8 @@ var BABYLON = BABYLON || {};
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material.alpha = parsedMaterial.alpha;
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material.id = parsedMaterial.id;
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+
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+ BABYLON.Tags.AddTagsTo(material, parsedMaterial.tags);
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material.backFaceCulling = parsedMaterial.backFaceCulling;
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if (parsedMaterial.diffuseTexture) {
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@@ -148,6 +150,8 @@ var BABYLON = BABYLON || {};
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multiMaterial.id = parsedMultiMaterial.id;
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+ BABYLON.Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);
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+
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for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
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var subMatId = parsedMultiMaterial.materials[matIndex];
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@@ -282,6 +286,8 @@ var BABYLON = BABYLON || {};
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light.id = parsedLight.id;
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+ BABYLON.Tags.AddTagsTo(light, parsedLight.tags);
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+
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if (parsedLight.intensity) {
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light.intensity = parsedLight.intensity;
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}
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@@ -293,6 +299,8 @@ var BABYLON = BABYLON || {};
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var camera = new BABYLON.FreeCamera(parsedCamera.name, BABYLON.Vector3.FromArray(parsedCamera.position), scene);
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camera.id = parsedCamera.id;
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+ BABYLON.Tags.AddTagsTo(camera, parsedCamera.tags);
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+
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// Parent
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if (parsedCamera.parentId) {
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camera._waitingParentId = parsedCamera.parentId;
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@@ -343,6 +351,8 @@ var BABYLON = BABYLON || {};
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var mesh = new BABYLON.Mesh(parsedMesh.name, scene);
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mesh.id = parsedMesh.id;
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+ BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
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+
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mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
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if (parsedMesh.rotation) {
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mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
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