Adding AABB to meshlets
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@@ -70,21 +70,21 @@ struct TextureCreateInfo
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struct SamplerCreateInfo
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{
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Gfx::SeSamplerCreateFlags flags;
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Gfx::SeFilter magFilter;
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Gfx::SeFilter minFilter;
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Gfx::SeSamplerMipmapMode mipmapMode;
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Gfx::SeSamplerAddressMode addressModeU;
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Gfx::SeSamplerAddressMode addressModeV;
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Gfx::SeSamplerAddressMode addressModeW;
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float mipLodBias;
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uint32 anisotropyEnable;
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float maxAnisotropy;
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uint32 compareEnable;
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Gfx::SeCompareOp compareOp;
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float minLod;
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float maxLod;
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Gfx::SeBorderColor borderColor;
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uint32 unnormalizedCoordinates;
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Gfx::SeFilter magFilter = Gfx::SE_FILTER_LINEAR;
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Gfx::SeFilter minFilter = Gfx::SE_FILTER_LINEAR;
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Gfx::SeSamplerMipmapMode mipmapMode = Gfx::SE_SAMPLER_MIPMAP_MODE_LINEAR;
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Gfx::SeSamplerAddressMode addressModeU = Gfx::SE_SAMPLER_ADDRESS_MODE_REPEAT;
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Gfx::SeSamplerAddressMode addressModeV = Gfx::SE_SAMPLER_ADDRESS_MODE_REPEAT;
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Gfx::SeSamplerAddressMode addressModeW = Gfx::SE_SAMPLER_ADDRESS_MODE_REPEAT;
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float mipLodBias = 0.0f;
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uint32 anisotropyEnable = 0;
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float maxAnisotropy = 0.0f;
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uint32 compareEnable = 0;
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Gfx::SeCompareOp compareOp = Gfx::SE_COMPARE_OP_NEVER;
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float minLod = 0.0f;
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float maxLod = 0.0f;
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Gfx::SeBorderColor borderColor = Gfx::SE_BORDER_COLOR_FLOAT_OPAQUE_BLACK;
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uint32 unnormalizedCoordinates = 0;
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};
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struct VertexBufferCreateInfo
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{
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