Reworked IndexBuffer, Vertex[Buffer|Declaration|Structs]
Former-commit-id: e3f637f2680afda57a444f73b8f7ad681bb1b8a5
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@@ -1161,14 +1161,37 @@ GLenum NzOpenGL::Attachment[nzAttachmentPoint_Max+1] =
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GL_STENCIL_ATTACHMENT // nzAttachmentPoint_Stencil
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};
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nzUInt8 NzOpenGL::AttributeIndex[nzElementUsage_Max+1] =
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nzUInt8 NzOpenGL::AttributeIndex[nzAttributeUsage_Max+1] =
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{
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2, // nzElementUsage_Diffuse
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1, // nzElementUsage_Normal
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0, // nzElementUsage_Position
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3, // nzElementUsage_Tangent
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10, // nzAttributeUsage_InstanceData0
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11, // nzAttributeUsage_InstanceData1
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12, // nzAttributeUsage_InstanceData2
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13, // nzAttributeUsage_InstanceData3
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14, // nzAttributeUsage_InstanceData4
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15, // nzAttributeUsage_InstanceData5
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2, // nzAttributeUsage_Normal
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0, // nzAttributeUsage_Position
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3, // nzAttributeUsage_Tangent
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1, // nzAttributeUsage_TexCoord
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4, // nzAttributeUsage_Userdata0
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5, // nzAttributeUsage_Userdata1
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6, // nzAttributeUsage_Userdata2
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7, // nzAttributeUsage_Userdata3
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8, // nzAttributeUsage_Userdata4
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9 // nzAttributeUsage_Userdata5
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};
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4 // nzElementUsage_TexCoord (Doit être le dernier de la liste car extensible)
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GLenum NzOpenGL::AttributeType[nzAttributeType_Max+1] =
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{
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GL_UNSIGNED_BYTE, // nzAttributeType_Color
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GL_DOUBLE, // nzAttributeType_Double1
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GL_DOUBLE, // nzAttributeType_Double2
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GL_DOUBLE, // nzAttributeType_Double3
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GL_DOUBLE, // nzAttributeType_Double4
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GL_FLOAT, // nzAttributeType_Float1
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GL_FLOAT, // nzAttributeType_Float2
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GL_FLOAT, // nzAttributeType_Float3
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GL_FLOAT // nzAttributeType_Float4
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};
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GLenum NzOpenGL::BlendFunc[nzBlendFunc_Max+1] =
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@@ -1232,19 +1255,6 @@ GLenum NzOpenGL::CubemapFace[6] =
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GL_TEXTURE_CUBE_MAP_NEGATIVE_Z // nzCubemapFace_NegativeZ
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};
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GLenum NzOpenGL::ElementType[nzElementType_Max+1] =
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{
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GL_UNSIGNED_BYTE, // nzElementType_Color
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GL_DOUBLE, // nzElementType_Double1
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GL_DOUBLE, // nzElementType_Double2
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GL_DOUBLE, // nzElementType_Double3
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GL_DOUBLE, // nzElementType_Double4
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GL_FLOAT, // nzElementType_Float1
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GL_FLOAT, // nzElementType_Float2
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GL_FLOAT, // nzElementType_Float3
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GL_FLOAT // nzElementType_Float4
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};
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GLenum NzOpenGL::FaceCulling[nzFaceCulling_Max+1] =
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{
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GL_BACK, // nzFaceCulling_Back
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