Fix MeshAccelerationStructure to use MeshAccessor for proper mesh format access
#3984
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@@ -158,6 +158,14 @@ void MeshAccessor::Stream::CopyTo(Span<Float3> dst) const
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{
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Platform::MemoryCopy(dst.Get(), _data.Get(), _data.Length());
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}
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else if (IsLinear(PixelFormat::R16G16B16A16_Float))
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{
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for (int32 i = 0; i < count; i++)
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{
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auto v = *(Half4*)(_data.Get() + i * _stride);
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dst.Get()[i] = Float3(Float16Compressor::Decompress(v.X), Float16Compressor::Decompress(v.Y), Float16Compressor::Decompress(v.Z));
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}
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}
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else
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{
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for (int32 i = 0; i < count; i++)
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