@@ -197,7 +197,7 @@ bool Mesh::UpdateMesh(uint32 vertexCount, uint32 triangleCount, const Float3* ve
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bool Mesh::UpdateMesh(uint32 vertexCount, uint32 triangleCount, const Float3* vertices, const uint32* triangles, const Float3* normals, const Float3* tangents, const Float2* uvs, const Color32* colors)
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{
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return ::UpdateMesh(this, vertexCount, triangleCount, PixelFormat::R16_UInt, vertices, triangles, normals, tangents, uvs, colors);
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return ::UpdateMesh(this, vertexCount, triangleCount, PixelFormat::R32_UInt, vertices, triangles, normals, tangents, uvs, colors);
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}
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bool Mesh::Load(uint32 vertices, uint32 triangles, const void* vb0, const void* vb1, const void* vb2, const void* ib, bool use16BitIndexBuffer)
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@@ -305,7 +305,7 @@ bool SkinnedMesh::UpdateMesh(uint32 vertexCount, uint32 triangleCount, const Flo
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bool SkinnedMesh::UpdateMesh(uint32 vertexCount, uint32 triangleCount, const Float3* vertices, const uint32* triangles, const Int4* blendIndices, const Float4* blendWeights, const Float3* normals, const Float3* tangents, const Float2* uvs, const Color32* colors)
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{
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return ::UpdateMesh(this, vertexCount, triangleCount, PixelFormat::R16_UInt, vertices, triangles, blendIndices, blendWeights, normals, tangents, uvs, colors);
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return ::UpdateMesh(this, vertexCount, triangleCount, PixelFormat::R32_UInt, vertices, triangles, blendIndices, blendWeights, normals, tangents, uvs, colors);
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}
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void SkinnedMesh::Draw(const RenderContext& renderContext, const DrawInfo& info, float lodDitherFactor) const
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Block a user