Lighting still looks horrible, but whatever for now
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@@ -29,10 +29,11 @@ public:
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struct InstanceData
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{
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Matrix4 transformMatrix;
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Matrix4 inverseTransformMatrix;
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};
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struct MeshData
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{
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BoundingSphere bounding;
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AABB bounding;
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uint32 numMeshlets = 0;
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uint32 meshletOffset = 0;
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uint32 firstIndex = 0;
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@@ -85,7 +86,7 @@ protected:
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VertexData();
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struct MeshletDescription
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{
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BoundingSphere bounding;
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AABB bounding;
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uint32_t vertexCount;
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uint32_t primitiveCount;
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uint32_t vertexOffset;
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