Fix MeshAccelerationStructure to use MeshAccessor for proper mesh format access

#3984
This commit is contained in:
Wojtek Figat
2026-03-11 13:43:26 +01:00
parent 0d3642f39d
commit 479c5f896c
2 changed files with 21 additions and 19 deletions

View File

@@ -158,6 +158,14 @@ void MeshAccessor::Stream::CopyTo(Span<Float3> dst) const
{
Platform::MemoryCopy(dst.Get(), _data.Get(), _data.Length());
}
else if (IsLinear(PixelFormat::R16G16B16A16_Float))
{
for (int32 i = 0; i < count; i++)
{
auto v = *(Half4*)(_data.Get() + i * _stride);
dst.Get()[i] = Float3(Float16Compressor::Decompress(v.X), Float16Compressor::Decompress(v.Y), Float16Compressor::Decompress(v.Z));
}
}
else
{
for (int32 i = 0; i < count; i++)