it at least does something
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@@ -273,10 +273,10 @@ void TerrainRenderer::beginFrame(Gfx::PDescriptorSet viewParamsSet, const Compon
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Gfx::ORenderCommand TerrainRenderer::render(Gfx::PDescriptorSet viewParamsSet) {
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Gfx::PDescriptorSet set = meshUpdater.layout->allocateDescriptorSet();
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set->updateBuffer(CURRENT_VERTEX_BUFFER, 0, plainMesh.currentVertexBuffer);
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/*set->updateBuffer(CURRENT_VERTEX_BUFFER, 0, plainMesh.currentVertexBuffer);
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set->updateBuffer(INDEXED_BISECTOR_BUFFER, 0, plainMesh.indexedBisectorBuffer);
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set->updateSampler(SAMPLER_LOCATION, 0, sampler);
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set->updateTexture(DISPLACEMENT_MAP, 0, displacementAsset);
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set->updateTexture(DISPLACEMENT_MAP, 0, displacementAsset);*/
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set->writeChanges();
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Gfx::ORenderCommand command = graphics->createRenderCommand("TerrainRender");
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command->setViewport(viewport);
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@@ -322,11 +322,11 @@ void TerrainRenderer::setViewport(Gfx::PViewport _viewport, Gfx::PRenderPass ren
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void TerrainRenderer::applyDeformation(Gfx::PDescriptorSet viewParamsSet) {
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graphics->beginDebugRegion("ApplyDeformation");
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Gfx::PDescriptorSet set = meshUpdater.layout->allocateDescriptorSet();
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set->updateBuffer(GEOMETRY_CB, 0, geometryBuffer);
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/*set->updateBuffer(GEOMETRY_CB, 0, geometryBuffer);
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set->updateBuffer(INDIRECT_DRAW_BUFFER, 0, plainMesh.indirectDrawBuffer);
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set->updateBuffer(INDEXED_BISECTOR_BUFFER, 0, plainMesh.indexedBisectorBuffer);
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set->updateBuffer(LEB_POSITION_BUFFER, 0, plainMesh.lebVertexBuffer);
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set->updateBuffer(CURRENT_VERTEX_BUFFER, 0, plainMesh.currentVertexBuffer);
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set->updateBuffer(CURRENT_VERTEX_BUFFER, 0, plainMesh.currentVertexBuffer);*/
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set->writeChanges();
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Gfx::OComputeCommand command = graphics->createComputeCommand("Deform");
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command->bindPipeline(deform);
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