Improvements and tweaks
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@@ -235,42 +235,25 @@ bool Mesh::Load(uint32 vertices, uint32 triangles, void* vb0, void* vb1, void* v
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GPUBuffer* vertexBuffer2 = nullptr;
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GPUBuffer* indexBuffer = nullptr;
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// Create vertex buffer 0
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// Create GPU buffers
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#if GPU_ENABLE_RESOURCE_NAMING
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vertexBuffer0 = GPUDevice::Instance->CreateBuffer(GetModel()->ToString() + TEXT(".VB0"));
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#define MESH_BUFFER_NAME(postfix) GetModel()->ToString() + TEXT(postfix)
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#else
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vertexBuffer0 = GPUDevice::Instance->CreateBuffer(String::Empty);
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#define MESH_BUFFER_NAME(postfix) String::Empty
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#endif
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vertexBuffer0 = GPUDevice::Instance->CreateBuffer(MESH_BUFFER_NAME(".VB0"));
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if (vertexBuffer0->Init(GPUBufferDescription::Vertex(sizeof(VB0ElementType), vertices, vb0)))
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goto ERROR_LOAD_END;
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// Create vertex buffer 1
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#if GPU_ENABLE_RESOURCE_NAMING
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vertexBuffer1 = GPUDevice::Instance->CreateBuffer(GetModel()->ToString() + TEXT(".VB1"));
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#else
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vertexBuffer1 = GPUDevice::Instance->CreateBuffer(String::Empty);
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#endif
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vertexBuffer1 = GPUDevice::Instance->CreateBuffer(MESH_BUFFER_NAME(".VB1"));
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if (vertexBuffer1->Init(GPUBufferDescription::Vertex(sizeof(VB1ElementType), vertices, vb1)))
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goto ERROR_LOAD_END;
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// Create vertex buffer 2
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if (vb2)
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{
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#if GPU_ENABLE_RESOURCE_NAMING
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vertexBuffer2 = GPUDevice::Instance->CreateBuffer(GetModel()->ToString() + TEXT(".VB2"));
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#else
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vertexBuffer2 = GPUDevice::Instance->CreateBuffer(String::Empty);
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#endif
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vertexBuffer2 = GPUDevice::Instance->CreateBuffer(MESH_BUFFER_NAME(".VB2"));
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if (vertexBuffer2->Init(GPUBufferDescription::Vertex(sizeof(VB2ElementType), vertices, vb2)))
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goto ERROR_LOAD_END;
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}
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// Create index buffer
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#if GPU_ENABLE_RESOURCE_NAMING
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indexBuffer = GPUDevice::Instance->CreateBuffer(GetModel()->ToString() + TEXT(".IB"));
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#else
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indexBuffer = GPUDevice::Instance->CreateBuffer(String::Empty);
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#endif
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indexBuffer = GPUDevice::Instance->CreateBuffer(MESH_BUFFER_NAME(".IB"));
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if (indexBuffer->Init(GPUBufferDescription::Index(ibStride, indicesCount, ib)))
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goto ERROR_LOAD_END;
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@@ -299,6 +282,7 @@ bool Mesh::Load(uint32 vertices, uint32 triangles, void* vb0, void* vb1, void* v
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return false;
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#undef MESH_BUFFER_NAME
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ERROR_LOAD_END:
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SAFE_DELETE_GPU_RESOURCE(vertexBuffer0);
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