Add various improvements to MeshAccessor such as ComputeNormals and ComputeTangents
https://forum.flaxengine.com/t/how-to-create-procedural-generated-geometry-using-meshaccessor/2420
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@@ -548,6 +548,13 @@ void RenderTools::ComputeCascadeUpdateFrequency(int32 cascadeIndex, int32 cascad
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}
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}
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bool RenderTools::ShouldUpdateCascade(int32 frameIndex, int32 cascadeIndex, int32 cascadeCount, int32 updateMaxCountPerFrame, bool updateForce)
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{
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int32 updateFrequency, updatePhrase;
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ComputeCascadeUpdateFrequency(cascadeIndex, cascadeCount, updateFrequency, updatePhrase, updateMaxCountPerFrame);
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return (frameIndex % updateFrequency == updatePhrase) || updateForce;
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}
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float RenderTools::ComputeTemporalTime()
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{
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const float time = Time::Draw.UnscaledTime.GetTotalSeconds();
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