Utility/Mesh: Refactor Mesh & Submeshes
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@@ -202,13 +202,9 @@ namespace Nz
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mesh->SetMaterialData(i, std::move(matData));
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// Submesh
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SkeletalMeshRef subMesh = SkeletalMesh::New(mesh);
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subMesh->Create(vertexBuffer);
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subMesh->SetIndexBuffer(indexBuffer);
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SkeletalMeshRef subMesh = SkeletalMesh::New(vertexBuffer, indexBuffer);
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subMesh->GenerateNormalsAndTangents();
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subMesh->SetMaterialIndex(i);
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subMesh->SetPrimitiveMode(PrimitiveMode_TriangleList);
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mesh->AddSubMesh(subMesh);
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@@ -255,6 +251,9 @@ namespace Nz
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}
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indexMapper.Unmap();
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if (parameters.optimizeIndexBuffers)
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indexBuffer->Optimize();
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// Vertex buffer
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VertexBufferRef vertexBuffer = VertexBuffer::New(parameters.vertexDeclaration, UInt32(vertexCount), parameters.storage, parameters.vertexBufferFlags);
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@@ -287,13 +286,7 @@ namespace Nz
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vertexMapper.Unmap();
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// Submesh
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StaticMeshRef subMesh = StaticMesh::New(mesh);
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subMesh->Create(vertexBuffer);
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if (parameters.optimizeIndexBuffers)
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indexBuffer->Optimize();
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subMesh->SetIndexBuffer(indexBuffer);
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StaticMeshRef subMesh = StaticMesh::New(vertexBuffer, indexBuffer);
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subMesh->GenerateAABB();
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subMesh->SetMaterialIndex(i);
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