Basic mutability framework
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@@ -122,7 +122,9 @@ VertexStreamComponent createVertexStream(uint32 size, aiVector3D* sourceData, Gf
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vbInfo.resourceData.data = (uint8 *)buffer.data();
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vbInfo.resourceData.owner = Gfx::QueueType::DEDICATED_TRANSFER;
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vbInfo.resourceData.size = sizeof(Vector) * (uint32)buffer.size();
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return VertexStreamComponent(graphics->createVertexBuffer(vbInfo), 0, vbInfo.vertexSize, Gfx::SE_FORMAT_R32G32B32_SFLOAT);
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Gfx::PVertexBuffer vertexBuffer = graphics->createVertexBuffer(vbInfo);
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vertexBuffer->transferOwnership(Gfx::QueueType::GRAPHICS);
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return VertexStreamComponent(vertexBuffer, 0, vbInfo.vertexSize, Gfx::SE_FORMAT_R32G32B32_SFLOAT);
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}
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VertexStreamComponent createVertexStream(uint32 size, aiVector2D* sourceData, Gfx::PGraphics graphics)
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{
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@@ -137,7 +139,9 @@ VertexStreamComponent createVertexStream(uint32 size, aiVector2D* sourceData, Gf
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vbInfo.resourceData.data = (uint8 *)buffer.data();
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vbInfo.resourceData.owner = Gfx::QueueType::DEDICATED_TRANSFER;
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vbInfo.resourceData.size = sizeof(Vector2) * (uint32)buffer.size();
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return VertexStreamComponent(graphics->createVertexBuffer(vbInfo), 0, vbInfo.vertexSize, Gfx::SE_FORMAT_R32G32_SFLOAT);
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Gfx::PVertexBuffer vertexBuffer = graphics->createVertexBuffer(vbInfo);
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vertexBuffer->transferOwnership(Gfx::QueueType::GRAPHICS);
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return VertexStreamComponent(vertexBuffer, 0, vbInfo.vertexSize, Gfx::SE_FORMAT_R32G32_SFLOAT);
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}
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void MeshLoader::loadGlobalMeshes(const aiScene* scene, Array<PMesh>& globalMeshes, const Array<PMaterialAsset>& materials, Gfx::PGraphics graphics)
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{
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