Fixing float data bug
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@@ -51,7 +51,7 @@ void VertexData::updateMesh(entt::entity id, uint32 meshIndex, PMesh mesh, Compo
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auto [instanceId, meshletOffset] = getCullingMapping(id, meshIndex, data.numMeshlets);
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referencedInstance->updateDescriptor();
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if (false && mat->hasTransparency()) {
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if (mat->hasTransparency()) {
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auto params = referencedInstance->getMaterialOffsets();
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transparentData.add(TransparentDraw{
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.matInst = referencedInstance,
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@@ -136,15 +136,11 @@ void VertexData::createDescriptors() {
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instance.offsets.textureOffset = offsets.textureOffset;
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instance.offsets.samplerOffset = offsets.samplerOffset;
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instance.offsets.floatOffset = offsets.floatOffset;
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// instance.offsets.cullingCounterOffset = cullingOffsets.size();
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// instance.numMeshlets = 0;
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for (size_t i = 0; i < instance.instanceData.size(); ++i) {
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cullingOffsets.add(instance.cullingOffsets[i]);
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instanceData.add(instance.instanceData[i]);
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instanceMeshData.add(instance.instanceMeshData[i]);
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rayTracingScene.add(instance.rayTracingData[i]);
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// instance.numMeshlets += instance.instanceMeshData[i].numMeshlets;
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// cullingOffsets.add(numMeshlets);
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}
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}
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}
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