Add support for uint as triangle indices for mesh updates API

This commit is contained in:
Wojtek Figat
2021-08-13 10:04:44 +02:00
parent 4984ba1bb3
commit f44e5fb2fe
6 changed files with 154 additions and 12 deletions

View File

@@ -418,9 +418,9 @@ bool UpdateMesh(SkinnedMesh* mesh, MonoArray* verticesObj, MonoArray* trianglesO
return mesh->UpdateMesh(vertexCount, triangleCount, vb.Get(), ib);
}
bool SkinnedMesh::UpdateMeshInt(MonoArray* verticesObj, MonoArray* trianglesObj, MonoArray* blendIndicesObj, MonoArray* blendWeightsObj, MonoArray* normalsObj, MonoArray* tangentsObj, MonoArray* uvObj)
bool SkinnedMesh::UpdateMeshUInt(MonoArray* verticesObj, MonoArray* trianglesObj, MonoArray* blendIndicesObj, MonoArray* blendWeightsObj, MonoArray* normalsObj, MonoArray* tangentsObj, MonoArray* uvObj)
{
return ::UpdateMesh<int32>(this, verticesObj, trianglesObj, blendIndicesObj, blendWeightsObj, normalsObj, tangentsObj, uvObj);
return ::UpdateMesh<uint32>(this, verticesObj, trianglesObj, blendIndicesObj, blendWeightsObj, normalsObj, tangentsObj, uvObj);
}
bool SkinnedMesh::UpdateMeshUShort(MonoArray* verticesObj, MonoArray* trianglesObj, MonoArray* blendIndicesObj, MonoArray* blendWeightsObj, MonoArray* normalsObj, MonoArray* tangentsObj, MonoArray* uvObj)