Reverting to 32 bit indices
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@@ -258,12 +258,9 @@ void MeshLoader::loadGlobalMeshes(const aiScene* scene, const Array<PMaterialIns
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vertexData->loadBiTangents(id, biTangents);
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vertexData->loadColors(id, colors);
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Array<uint16> indices(mesh->mNumFaces * 3);
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Array<uint32> indices(mesh->mNumFaces * 3);
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for (size_t faceIndex = 0; faceIndex < mesh->mNumFaces; ++faceIndex)
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{
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assert(mesh->mFaces[faceIndex].mIndices[0] < std::numeric_limits<uint16>::max());
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assert(mesh->mFaces[faceIndex].mIndices[1] < std::numeric_limits<uint16>::max());
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assert(mesh->mFaces[faceIndex].mIndices[2] < std::numeric_limits<uint16>::max());
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indices[faceIndex * 3 + 0] = mesh->mFaces[faceIndex].mIndices[0];
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indices[faceIndex * 3 + 1] = mesh->mFaces[faceIndex].mIndices[1];
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indices[faceIndex * 3 + 2] = mesh->mFaces[faceIndex].mIndices[2];
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