Adding basic memory resource
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@@ -516,7 +516,7 @@ Vector4 MeshLoader::encodeQTangent(Matrix3 m) {
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void MeshLoader::loadGlobalMeshes(const aiScene* scene, const Array<PMaterialInstanceAsset>& materials, Array<OMesh>& globalMeshes,
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Component::Collider& collider) {
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List<std::function<void()>> work;
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for (int32 meshIndex = 0; meshIndex < scene->mNumMeshes; ++meshIndex) {
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for (uint32 meshIndex = 0; meshIndex < scene->mNumMeshes; ++meshIndex) {
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aiMesh* mesh = scene->mMeshes[meshIndex];
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if (!(mesh->mPrimitiveTypes & aiPrimitiveType_TRIANGLE))
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continue;
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@@ -36,7 +36,7 @@ void InspectorView::prepareRender() {}
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void InspectorView::render() { renderGraph.render(Component::Camera()); }
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void InspectorView::applyArea(URect area) {}
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void InspectorView::applyArea(URect ) {}
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void InspectorView::keyCallback(KeyCode, InputAction, KeyModifier) {}
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@@ -49,6 +49,7 @@ void PlayView::keyCallback(KeyCode code, InputAction action, KeyModifier modifie
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if (code == KeyCode::KEY_R && action == InputAction::RELEASE) {
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getGlobals().useRayTracing = !getGlobals().useRayTracing;
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}
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//if (code == KeyCode::KEY_B && action == InputAction::RELEASE && modifier & KeyModifier::MOD_CONTROL) {
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//}
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if (code == KeyCode::KEY_H && action == InputAction::RELEASE) {
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MemoryManager::printAllocations();
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}
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}
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