#include "DisplayCommon.h"
{
    int lMaterialCount = 0;
    if(pGeometry){
        if(lNode)
    }
    if (lMaterialCount > 0)
    {
        for (int lCount = 0; lCount < lMaterialCount; lCount ++)
        {
            DisplayInt("        Material ", lCount);
            DisplayString(
"            Name: \"", (
char *) lMaterial->
GetName(), 
"\""); 
 
            
            if(!lImplementation)
            {
                lImplemenationType = "CGFX";
            }
            if(lImplementation)
            {
                
                FBXSDK_printf(
"            Hardware Shader Type: %s\n", lImplemenationType.
Buffer());
 
                FbxString lFileName = lRootTable->DescAbsoluteURL.Get();
 
                FbxString lTechniqueName = lRootTable->DescTAG.Get(); 
 
                for(int i=0;i <(int)lEntryNum; ++i)
                {
                    FBXSDK_printf(
"            Entry: %s\n", lTest.
Buffer());
 
                    {   
                        {
                        }
                    }
                    {
                    }
                    {
                        {
                            
                            {
                                FBXSDK_printf(
"           File Texture: %s\n", lTex->
GetFileName());
 
                            }
                            {
                                FBXSDK_printf(
"        Layered Texture: %s\n", lTex->
GetName());
 
                            }
                            {
                                FBXSDK_printf(
"     Procedural Texture: %s\n", lTex->
GetName());
 
                            }
                        }
                        else
                        {
                            {
                            }
                            {
                                DisplayInt(
"                Int: ", lFbxProp.
Get<
FbxInt>());
 
                            }
                            {
                            }
                            {
                            }
                            {
                            }
                            {
                                lVect[0] = lDouble2[0];
                                lVect[1] = lDouble2[1];
                                Display2DVector("                2D vector: ", lVect);
                            }
                            {
                                lVect[0] = lDouble3[0];
                                lVect[1] = lDouble3[1];
                                lVect[2] = lDouble3[2];
                                Display3DVector("                3D vector: ", lVect);
                            }
                            {
                                lVect[0] = lDouble4[0];
                                lVect[1] = lDouble4[1];
                                lVect[2] = lDouble4[2];
                                lVect[3] = lDouble4[3];
                                Display4DVector("                4D vector: ", lVect);
                            }
                            {
                                for(int j=0; j<4; ++j)
                                {
                                    lVect[0] = lDouble44[j][0];
                                    lVect[1] = lDouble44[j][1];
                                    lVect[2] = lDouble44[j][2];
                                    lVect[3] = lDouble44[j][3];
                                    Display4DVector("                4x4D vector: ", lVect);
                                }
                            }
                        }
                    }   
                }
            }
            {
                
                
                theColor.
Set(lKFbxDouble3.
Get()[0], lKFbxDouble3.
Get()[1], lKFbxDouble3.
Get()[2]);
 
                DisplayColor("            Ambient: ", theColor);
                
                theColor.
Set(lKFbxDouble3.
Get()[0], lKFbxDouble3.
Get()[1], lKFbxDouble3.
Get()[2]);
 
                DisplayColor("            Diffuse: ", theColor);
                
                theColor.
Set(lKFbxDouble3.
Get()[0], lKFbxDouble3.
Get()[1], lKFbxDouble3.
Get()[2]);
 
                DisplayColor("            Specular: ", theColor);
                
                theColor.
Set(lKFbxDouble3.
Get()[0], lKFbxDouble3.
Get()[1], lKFbxDouble3.
Get()[2]);
 
                DisplayColor("            Emissive: ", theColor);
                
                DisplayDouble(
"            Opacity: ", 1.0-lKFbxDouble1.
Get());
 
                
                DisplayDouble("            Shininess: ", lKFbxDouble1.Get());
                
                DisplayDouble("            Reflectivity: ", lKFbxDouble1.Get());
            }
            {
                
                
                theColor.
Set(lKFbxDouble3.
Get()[0], lKFbxDouble3.
Get()[1], lKFbxDouble3.
Get()[2]);
 
                DisplayColor("            Ambient: ", theColor);
                
                theColor.
Set(lKFbxDouble3.
Get()[0], lKFbxDouble3.
Get()[1], lKFbxDouble3.
Get()[2]);
 
                DisplayColor("            Diffuse: ", theColor);
                
                theColor.
Set(lKFbxDouble3.
Get()[0], lKFbxDouble3.
Get()[1], lKFbxDouble3.
Get()[2]);
 
                DisplayColor("            Emissive: ", theColor);
                
                DisplayDouble(
"            Opacity: ", 1.0-lKFbxDouble1.
Get());
 
            }
            else
                DisplayString("Unknown type of Material");
            DisplayString(
"            Shading Model: ", lString.
Get().
Buffer());
 
            DisplayString("");
        }
    }
}