Utility/Mesh: Refactor Mesh & Submeshes
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@@ -311,20 +311,10 @@ namespace Nz
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vertexMapper.Unmap();
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StaticMeshRef subMesh = StaticMesh::New(mesh);
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if (!subMesh->Create(vertexBuffer))
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{
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NazaraError("Failed to create StaticMesh");
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continue;
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}
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if (parameters.optimizeIndexBuffers)
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indexBuffer->Optimize();
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StaticMeshRef subMesh = StaticMesh::New(vertexBuffer, indexBuffer);
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subMesh->GenerateAABB();
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subMesh->SetIndexBuffer(indexBuffer);
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subMesh->SetAABB(subMesh->GetAABB() * 0.5f);
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subMesh->SetMaterialIndex(meshes[i].material);
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subMesh->SetPrimitiveMode(PrimitiveMode_TriangleList);
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// Ce que nous pouvons générer dépend des données à disposition (par exemple les tangentes nécessitent des coordonnées de texture)
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if (hasNormals && hasTexCoords)
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