Refactoring basic text rendering
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@@ -30,10 +30,12 @@ void Mesh::load(ArchiveBuffer& buffer) {
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referencedMaterial = AssetRegistry::findMaterialInstance(refFolder, refId);
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id = vertexData->allocateVertexData(vertexCount);
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byteSize = vertexData->deserializeMesh(id, buffer);
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blas = buffer.getGraphics()->createBottomLevelAccelerationStructure(Gfx::BottomLevelASCreateInfo{
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.mesh = this,
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});
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vertexData->registerBottomLevelAccelerationStructure(blas);
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if (buffer.getGraphics()->supportRayTracing()) {
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blas = buffer.getGraphics()->createBottomLevelAccelerationStructure(Gfx::BottomLevelASCreateInfo{
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.mesh = this,
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});
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vertexData->registerBottomLevelAccelerationStructure(blas);
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}
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}
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uint64 Mesh::getCPUSize() const {
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