Renderer: RenderWindow now requires a RenderDevice
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@@ -15,7 +15,7 @@ namespace Nz
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{
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assert(mesh->GetAnimationType() == AnimationType_Static);
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RenderDevice& renderDevice = Graphics::Instance()->GetRenderDevice();
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const std::shared_ptr<RenderDevice>& renderDevice = Graphics::Instance()->GetRenderDevice();
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m_subMeshes.reserve(mesh->GetSubMeshCount());
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for (std::size_t i = 0; i < mesh->GetSubMeshCount(); ++i)
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@@ -34,7 +34,7 @@ namespace Nz
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const SoftwareBuffer* vertexBufferContent = static_cast<const SoftwareBuffer*>(vertexBuffer->GetBuffer()->GetImpl());
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auto& submeshData = m_subMeshes.emplace_back();
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submeshData.indexBuffer = renderDevice.InstantiateBuffer(BufferType_Index);
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submeshData.indexBuffer = renderDevice->InstantiateBuffer(BufferType_Index);
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if (!submeshData.indexBuffer->Initialize(indexBuffer->GetStride() * indexBuffer->GetIndexCount(), BufferUsage_DeviceLocal))
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throw std::runtime_error("failed to create index buffer");
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@@ -43,7 +43,7 @@ namespace Nz
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submeshData.indexCount = indexBuffer->GetIndexCount();
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submeshData.vertexBuffer = renderDevice.InstantiateBuffer(BufferType_Vertex);
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submeshData.vertexBuffer = renderDevice->InstantiateBuffer(BufferType_Vertex);
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if (!submeshData.vertexBuffer->Initialize(vertexBuffer->GetStride() * vertexBuffer->GetVertexCount(), BufferUsage_DeviceLocal))
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throw std::runtime_error("failed to create vertex buffer");
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