Refactor raw data ReadSttream and WriteStream to have easier to use API with more features
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@@ -22,15 +22,15 @@ bool ModelLOD::Load(MemoryReadStream& stream)
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uint32 ibStride = use16BitIndexBuffer ? sizeof(uint16) : sizeof(uint32);
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if (vertices == 0 || triangles == 0)
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return true;
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auto vb0 = stream.Read<VB0ElementType>(vertices);
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auto vb1 = stream.Read<VB1ElementType>(vertices);
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auto vb0 = stream.Move<VB0ElementType>(vertices);
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auto vb1 = stream.Move<VB1ElementType>(vertices);
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bool hasColors = stream.ReadBool();
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VB2ElementType18* vb2 = nullptr;
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if (hasColors)
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{
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vb2 = stream.Read<VB2ElementType18>(vertices);
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vb2 = stream.Move<VB2ElementType18>(vertices);
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}
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auto ib = stream.Read<byte>(indicesCount * ibStride);
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auto ib = stream.Move<byte>(indicesCount * ibStride);
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// Setup GPU resources
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if (Meshes[i].Load(vertices, triangles, vb0, vb1, vb2, ib, use16BitIndexBuffer))
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