Fix invalid index buffer format returned by MeshAccessor when model is not yet loaded
#4017
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@@ -349,7 +349,7 @@ void MeshAccelerationStructure::Add(Model* model, int32 lodIndex)
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meshData.IndexBuffer.Copy(indexStream.GetData());
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meshData.VertexBuffer.Allocate(meshData.Vertices * sizeof(Float3));
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positionStream.CopyTo(ToSpan(meshData.VertexBuffer.Get<Float3>(), meshData.Vertices));
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meshData.Use16BitIndexBuffer = mesh.Use16BitIndexBuffer();
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meshData.Use16BitIndexBuffer = indexStream.GetFormat() == PixelFormat::R16_UInt;
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meshData.Bounds = mesh.GetBox();
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}
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}
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