Simplify code
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@@ -292,31 +292,23 @@ struct GeometryDrawStateData
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/// <summary>
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/// The previous frame world transformation matrix for the given geometry instance.
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/// </summary>
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Matrix PrevWorld;
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Matrix PrevWorld = Matrix::Identity;
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/// <summary>
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/// The previous frame index. In sync with Engine::FrameCount used to detect new frames and rendering gaps to reset state.
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/// </summary>
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uint64 PrevFrame;
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uint64 PrevFrame = 0;
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/// <summary>
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/// The previous frame model LOD index used. It's locked during LOD transition to cache the transition start LOD.
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/// </summary>
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char PrevLOD;
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char PrevLOD = -1;
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/// <summary>
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/// The LOD transition timer. Value 255 means the end of the transition (aka no transition), value 0 means transition started.
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/// Interpolated between 0-255 to smooth transition over several frames and reduce LOD changing artifacts.
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/// </summary>
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byte LODTransition;
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GeometryDrawStateData()
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{
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PrevWorld = Matrix::Identity;
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PrevFrame = 0;
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PrevLOD = -1;
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LODTransition = 255;
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}
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byte LODTransition = 255;
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};
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template<>
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