Adding basic CBT Terrain implementation
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@@ -149,7 +149,6 @@ void StaticMeshVertexData::updateBuffers() {
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.size = verticesAllocated * sizeof(Vector),
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.data = (uint8*)posData.data(),
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},
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.vertexBuffer = true,
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.name = "Positions",
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});
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normals = graphics->createShaderBuffer(ShaderBufferCreateInfo{
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@@ -158,7 +157,6 @@ void StaticMeshVertexData::updateBuffers() {
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.size = verticesAllocated * sizeof(Quaternion),
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.data = (uint8*)norData.data(),
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},
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.vertexBuffer = false,
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.name = "Normals",
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});
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colors = graphics->createShaderBuffer(ShaderBufferCreateInfo{
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@@ -167,7 +165,6 @@ void StaticMeshVertexData::updateBuffers() {
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.size = verticesAllocated * sizeof(U16Vector),
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.data = (uint8*)colData.data(),
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},
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.vertexBuffer = false,
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.name = "Colors",
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});
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for (size_t i = 0; i < MAX_TEXCOORDS; ++i) {
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@@ -177,7 +174,6 @@ void StaticMeshVertexData::updateBuffers() {
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.size = verticesAllocated * sizeof(U16Vector2),
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.data = (uint8*)texData[i].data(),
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},
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.vertexBuffer = false,
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.name = "TexCoords",
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});
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}
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