Add support for uint as triangle indices for mesh updates API
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@@ -608,7 +608,7 @@ ScriptingObject* Mesh::GetParentModel()
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return _model;
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}
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bool Mesh::UpdateMeshInt(int32 vertexCount, int32 triangleCount, MonoArray* verticesObj, MonoArray* trianglesObj, MonoArray* normalsObj, MonoArray* tangentsObj, MonoArray* uvObj, MonoArray* colorsObj)
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bool Mesh::UpdateMeshUInt(int32 vertexCount, int32 triangleCount, MonoArray* verticesObj, MonoArray* trianglesObj, MonoArray* normalsObj, MonoArray* tangentsObj, MonoArray* uvObj, MonoArray* colorsObj)
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{
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return ::UpdateMesh<uint32>(this, (uint32)vertexCount, (uint32)triangleCount, verticesObj, trianglesObj, normalsObj, tangentsObj, uvObj, colorsObj);
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}
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@@ -618,7 +618,7 @@ bool Mesh::UpdateMeshUShort(int32 vertexCount, int32 triangleCount, MonoArray* v
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return ::UpdateMesh<uint16>(this, (uint32)vertexCount, (uint32)triangleCount, verticesObj, trianglesObj, normalsObj, tangentsObj, uvObj, colorsObj);
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}
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bool Mesh::UpdateTrianglesInt(int32 triangleCount, MonoArray* trianglesObj)
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bool Mesh::UpdateTrianglesUInt(int32 triangleCount, MonoArray* trianglesObj)
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{
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return ::UpdateTriangles<uint32>(this, triangleCount, trianglesObj);
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}
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