Trying to switch to 16 bit indices
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@@ -32,7 +32,7 @@ public:
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};
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struct MeshData
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{
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BoundingSphere bounding;
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AABB bounding;
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uint32 numMeshlets = 0;
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uint32 meshletOffset = 0;
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uint32 firstIndex = 0;
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@@ -61,7 +61,7 @@ public:
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void resetMeshData();
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void updateMesh(PMesh mesh, Component::Transform& transform);
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void createDescriptors();
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void loadMesh(MeshId id, Array<uint32> indices, Array<Meshlet> meshlets);
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void loadMesh(MeshId id, Array<uint16> indices, Array<Meshlet> meshlets);
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MeshId allocateVertexData(uint64 numVertices);
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uint64 getMeshOffset(MeshId id);
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uint64 getMeshVertexCount(MeshId id);
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@@ -85,7 +85,7 @@ protected:
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VertexData();
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struct MeshletDescription
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{
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BoundingSphere bounding;
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AABB bounding;
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uint32_t vertexCount;
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uint32_t primitiveCount;
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uint32_t vertexOffset;
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@@ -100,8 +100,8 @@ protected:
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Map<MeshId, uint64> meshVertexCounts;
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Array<MeshletDescription> meshlets;
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Array<uint8> primitiveIndices;
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Array<uint32> vertexIndices;
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Array<uint32> indices;
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Array<uint16> vertexIndices;
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Array<uint16> indices;
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Gfx::PGraphics graphics;
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Gfx::ODescriptorLayout instanceDataLayout;
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// for mesh shading
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