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