Switch index/vertex count to UInt32
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@@ -22,14 +22,14 @@ namespace Nz
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void SubMesh::GenerateNormals()
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{
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VertexMapper mapper(*this);
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UInt64 vertexCount = mapper.GetVertexCount();
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UInt32 vertexCount = mapper.GetVertexCount();
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SparsePtr<Vector3f> normals = mapper.GetComponentPtr<Vector3f>(VertexComponent::Normal);
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SparsePtr<Vector3f> positions = mapper.GetComponentPtr<Vector3f>(VertexComponent::Position);
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if (!normals || !positions)
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return;
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for (UInt64 i = 0; i < vertexCount; ++i)
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for (UInt32 i = 0; i < vertexCount; ++i)
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normals[i].MakeZero();
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TriangleIterator iterator(*this);
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@@ -55,7 +55,7 @@ namespace Nz
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void SubMesh::GenerateNormalsAndTangents()
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{
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VertexMapper mapper(*this);
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UInt64 vertexCount = mapper.GetVertexCount();
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UInt32 vertexCount = mapper.GetVertexCount();
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SparsePtr<Vector3f> normals = mapper.GetComponentPtr<Vector3f>(VertexComponent::Normal);
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SparsePtr<Vector3f> positions = mapper.GetComponentPtr<Vector3f>(VertexComponent::Position);
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@@ -64,7 +64,7 @@ namespace Nz
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if (!normals || !positions || !tangents || !texCoords)
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return;
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for (UInt64 i = 0; i < vertexCount; ++i)
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for (UInt32 i = 0; i < vertexCount; ++i)
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{
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normals[i].MakeZero();
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tangents[i].MakeZero();
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@@ -159,10 +159,10 @@ namespace Nz
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return m_primitiveMode;
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}
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UInt64 SubMesh::GetTriangleCount() const
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UInt32 SubMesh::GetTriangleCount() const
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{
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const std::shared_ptr<const IndexBuffer>& indexBuffer = GetIndexBuffer();
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UInt64 indexCount;
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UInt32 indexCount;
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if (indexBuffer)
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indexCount = indexBuffer->GetIndexCount();
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else
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