Fix mesh index buffer when using 32-bit indices

#4217
This commit is contained in:
2026-08-16 14:39:47 +02:00
parent a7f8dd99ed
commit cef6838b68
2 changed files with 2 additions and 2 deletions
@@ -305,7 +305,7 @@ bool SkinnedMesh::UpdateMesh(uint32 vertexCount, uint32 triangleCount, const Flo
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)
{
return ::UpdateMesh(this, vertexCount, triangleCount, PixelFormat::R16_UInt, vertices, triangles, blendIndices, blendWeights, normals, tangents, uvs, colors);
return ::UpdateMesh(this, vertexCount, triangleCount, PixelFormat::R32_UInt, vertices, triangles, blendIndices, blendWeights, normals, tangents, uvs, colors);
}
void SkinnedMesh::Draw(const RenderContext& renderContext, const DrawInfo& info, float lodDitherFactor) const