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Quick submesh implementation
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2 changed files with 25 additions and 13 deletions
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@ -87,12 +87,13 @@ public sealed class ModelManager : SingleTaskQueue, IDisposable
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// TODO: consider other types of mesh?
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for (ushort meshOffset = 0; meshOffset < lod.MeshCount; meshOffset++)
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{
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var meshBuilder = MeshConverter.ToGltf(_mdl, lodIndex, (ushort)(lod.MeshIndex + meshOffset), skeleton?.Names);
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var meshBuilders = MeshConverter.ToGltf(_mdl, lodIndex, (ushort)(lod.MeshIndex + meshOffset), skeleton?.Names);
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// TODO: use a value from the mesh converter for this check, rather than assuming that it has joints
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if (skeleton == null)
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scene.AddRigidMesh(meshBuilder, Matrix4x4.Identity);
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else
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scene.AddSkinnedMesh(meshBuilder, Matrix4x4.Identity, skeleton?.Joints);
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foreach (var meshBuilder in meshBuilders)
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if (skeleton == null)
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scene.AddRigidMesh(meshBuilder, Matrix4x4.Identity);
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else
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scene.AddSkinnedMesh(meshBuilder, Matrix4x4.Identity, skeleton?.Joints);
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}
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}
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