Reverting to 32 bit indices

This commit is contained in:
Dynamitos
2024-04-07 16:33:32 +02:00
parent 7a713afdb4
commit cde48f0d15
9 changed files with 29 additions and 26 deletions
+3 -3
View File
@@ -61,7 +61,7 @@ public:
void resetMeshData();
void updateMesh(PMesh mesh, Component::Transform& transform);
void createDescriptors();
void loadMesh(MeshId id, Array<uint16> indices, Array<Meshlet> meshlets);
void loadMesh(MeshId id, Array<uint32> indices, Array<Meshlet> meshlets);
MeshId allocateVertexData(uint64 numVertices);
uint64 getMeshOffset(MeshId id);
uint64 getMeshVertexCount(MeshId id);
@@ -100,8 +100,8 @@ protected:
Map<MeshId, uint64> meshVertexCounts;
Array<MeshletDescription> meshlets;
Array<uint8> primitiveIndices;
Array<uint16> vertexIndices;
Array<uint16> indices;
Array<uint32> vertexIndices;
Array<uint32> indices;
Gfx::PGraphics graphics;
Gfx::ODescriptorLayout instanceDataLayout;
// for mesh shading