Refactor DownloadIndexBuffer to return unsigned data
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@@ -538,9 +538,9 @@ namespace FlaxEditor.Windows.Assets
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for (int i = 0; i < meshData.IndexBuffer.Length; i += 3)
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{
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// Cache triangle indices
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int i0 = meshData.IndexBuffer[i + 0];
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int i1 = meshData.IndexBuffer[i + 1];
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int i2 = meshData.IndexBuffer[i + 2];
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uint i0 = meshData.IndexBuffer[i + 0];
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uint i1 = meshData.IndexBuffer[i + 1];
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uint i2 = meshData.IndexBuffer[i + 2];
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// Cache triangle uvs positions and transform positions to output target
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Vector2 uv0 = meshData.VertexBuffer[i0].TexCoord * uvScale;
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@@ -562,9 +562,9 @@ namespace FlaxEditor.Windows.Assets
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for (int i = 0; i < meshData.IndexBuffer.Length; i += 3)
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{
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// Cache triangle indices
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int i0 = meshData.IndexBuffer[i + 0];
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int i1 = meshData.IndexBuffer[i + 1];
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int i2 = meshData.IndexBuffer[i + 2];
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uint i0 = meshData.IndexBuffer[i + 0];
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uint i1 = meshData.IndexBuffer[i + 1];
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uint i2 = meshData.IndexBuffer[i + 2];
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// Cache triangle uvs positions and transform positions to output target
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Vector2 uv0 = meshData.VertexBuffer[i0].LightmapUVs * uvScale;
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