Add proper support for IndexType and uint32 indices
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@@ -9,7 +9,7 @@
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namespace Nz
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{
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inline RenderSubmesh::RenderSubmesh(int renderLayer, std::shared_ptr<MaterialPass> materialPass, std::shared_ptr<RenderPipeline> renderPipeline, const WorldInstance& worldInstance, std::size_t indexCount, std::shared_ptr<RenderBuffer> indexBuffer, std::shared_ptr<RenderBuffer> vertexBuffer, const Recti& scissorBox) :
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inline RenderSubmesh::RenderSubmesh(int renderLayer, std::shared_ptr<MaterialPass> materialPass, std::shared_ptr<RenderPipeline> renderPipeline, const WorldInstance& worldInstance, std::size_t indexCount, IndexType indexType, std::shared_ptr<RenderBuffer> indexBuffer, std::shared_ptr<RenderBuffer> vertexBuffer, const Recti& scissorBox) :
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RenderElement(BasicRenderElement::Submesh),
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m_indexBuffer(std::move(indexBuffer)),
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m_vertexBuffer(std::move(vertexBuffer)),
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@@ -17,6 +17,7 @@ namespace Nz
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m_renderPipeline(std::move(renderPipeline)),
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m_indexCount(indexCount),
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m_worldInstance(worldInstance),
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m_indexType(indexType),
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m_scissorBox(scissorBox),
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m_renderLayer(renderLayer)
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{
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@@ -80,6 +81,11 @@ namespace Nz
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return m_indexCount;
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}
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inline IndexType RenderSubmesh::GetIndexType() const
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{
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return m_indexType;
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}
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inline const MaterialPass& RenderSubmesh::GetMaterialPass() const
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{
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return *m_materialPass;
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