**Refactor meshes format to support custom vertex layouts and new flexible api to access mesh data**
#3044 #2667
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@@ -273,7 +273,7 @@ bool CSGBuilderImpl::buildInner(Scene* scene, BuildData& data)
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// Convert CSG meshes into raw triangles data
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RawData meshData;
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Array<RawModelVertex> vertexBuffer;
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Array<MeshVertex> vertexBuffer;
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combinedMesh->Triangulate(meshData, vertexBuffer);
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meshData.RemoveEmptySlots();
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if (meshData.Slots.HasItems())
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