First runnable render loop
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@@ -146,7 +146,7 @@ VertexStreamComponent createVertexStream(uint32 size, aiVector2D* sourceData, Gf
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Gfx::PVertexBuffer vertexBuffer = graphics->createVertexBuffer(vbInfo);
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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, Array<PMaterialAsset> materials, Gfx::PGraphics graphics)
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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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for (uint32 meshIndex = 0; meshIndex < scene->mNumMeshes; ++meshIndex)
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{
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@@ -176,7 +176,7 @@ void MeshLoader::loadGlobalMeshes(const aiScene* scene, Array<PMesh>& globalMesh
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{
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//data.colorComponent = createVertexStream(mesh->mNumVertices, mesh->mColors[0], graphics);
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}
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vertexShaderInput->setData(data);
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vertexShaderInput->setData(std::move(data));
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vertexShaderInput->init(graphics);
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Array<uint32> indices(mesh->mNumFaces * 3);
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@@ -22,7 +22,7 @@ public:
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private:
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void loadMaterials(const aiScene* scene, Array<PMaterialAsset>& globalMaterials, Gfx::PGraphics graphics);
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void loadTextures(const aiScene* scene, Gfx::PGraphics graphics, const std::filesystem::path& meshPath);
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void loadGlobalMeshes(const aiScene* scene, Array<PMesh>& globalMeshes, Array<PMaterialAsset> materials, Gfx::PGraphics graphics);
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void loadGlobalMeshes(const aiScene* scene, Array<PMesh>& globalMeshes, const Array<PMaterialAsset>& materials, Gfx::PGraphics graphics);
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void convertAssimpARGB(unsigned char* dst, aiTexel* src, uint32 numPixels);
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void import(const std::filesystem::path& path);
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