Fixing the maximum 2048 meshlet limit
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@@ -53,12 +53,14 @@ void StaticMeshVertexData::loadColors(uint64 offset, const Array<ColorType>& dat
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dirty = true;
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}
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void StaticMeshVertexData::serializeMesh(MeshId id, uint64 numVertices, ArchiveBuffer& buffer) {
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VertexData::serializeMesh(id, numVertices, buffer);
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void StaticMeshVertexData::serializeMesh(MeshId id, ArchiveBuffer& buffer) {
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VertexData::serializeMesh(id, buffer);
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uint64 offset;
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uint64 numVertices;
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{
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std::unique_lock l(vertexDataLock);
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offset = meshOffsets[id];
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numVertices = meshVertexCounts[id];
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}
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Array<TexCoordType> tex[MAX_TEXCOORDS];
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for (size_t i = 0; i < MAX_TEXCOORDS; ++i) {
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