Fixing the maximum 2048 meshlet limit
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@@ -22,7 +22,8 @@ BottomLevelAS::BottomLevelAS(PGraphics graphics, const Gfx::BottomLevelASCreateI
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1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f,
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};
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VertexData* vertexData = createInfo.mesh->vertexData;
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MeshData meshData = vertexData->getMeshData(createInfo.mesh->id);
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//todo: indices might be split as well
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MeshData meshData = vertexData->getMeshData(createInfo.mesh->id)[0];
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vertexOffset = vertexData->getMeshOffset(createInfo.mesh->id) * sizeof(Vector);
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vertexCount = vertexData->getMeshVertexCount(createInfo.mesh->id);
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indexOffset = meshData.firstIndex * sizeof(uint32);
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