Reverting to 32 bit indices
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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<uint16> indices, Array<Meshlet> meshlets);
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void loadMesh(MeshId id, Array<uint32> 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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@@ -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<uint16> vertexIndices;
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Array<uint16> indices;
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Array<uint32> vertexIndices;
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Array<uint32> 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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