Utility/Mesh: Add index and vertex buffer flags in MeshParams
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@@ -94,8 +94,8 @@ namespace Nz
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bool largeIndices = (vertexCount > std::numeric_limits<UInt16>::max());
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IndexBufferRef indexBuffer = IndexBuffer::New(largeIndices, UInt32(indexCount), parameters.storage, 0);
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VertexBufferRef vertexBuffer = VertexBuffer::New(VertexDeclaration::Get(VertexLayout_XYZ_Normal_UV_Tangent_Skinning), UInt32(vertexCount), parameters.storage, 0);
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IndexBufferRef indexBuffer = IndexBuffer::New(largeIndices, UInt32(indexCount), parameters.storage, parameters.indexBufferFlags);
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VertexBufferRef vertexBuffer = VertexBuffer::New(VertexDeclaration::Get(VertexLayout_XYZ_Normal_UV_Tangent_Skinning), UInt32(vertexCount), parameters.storage, parameters.vertexBufferFlags | BufferUsage_Dynamic);
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// Index buffer
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IndexMapper indexMapper(indexBuffer, BufferAccess_DiscardAndWrite);
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@@ -239,7 +239,7 @@ namespace Nz
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// Index buffer
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bool largeIndices = (vertexCount > std::numeric_limits<UInt16>::max());
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IndexBufferRef indexBuffer = IndexBuffer::New(largeIndices, UInt32(indexCount), parameters.storage, 0);
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IndexBufferRef indexBuffer = IndexBuffer::New(largeIndices, UInt32(indexCount), parameters.storage, parameters.indexBufferFlags);
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IndexMapper indexMapper(indexBuffer, BufferAccess_DiscardAndWrite);
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IndexIterator index = indexMapper.begin();
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@@ -254,7 +254,7 @@ namespace Nz
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indexMapper.Unmap();
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// Vertex buffer
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VertexBufferRef vertexBuffer = VertexBuffer::New(VertexDeclaration::Get(VertexLayout_XYZ_Normal_UV_Tangent), UInt32(vertexCount), parameters.storage, 0);
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VertexBufferRef vertexBuffer = VertexBuffer::New(VertexDeclaration::Get(VertexLayout_XYZ_Normal_UV_Tangent), UInt32(vertexCount), parameters.storage, parameters.vertexBufferFlags);
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BufferMapper<VertexBuffer> vertexMapper(vertexBuffer, BufferAccess_WriteOnly);
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MeshVertex* vertices = static_cast<MeshVertex*>(vertexMapper.GetPointer());
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