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Refactor mesh handling to use templated vertex structures for improved type safety and flexibility
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28 changed files with 591 additions and 521 deletions
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@ -93,11 +93,11 @@ std::shared_ptr<UINode> create_debug_panel(
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panel->add(create_label(gui, []() { return L"fps: "+fpsString;}));
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panel->add(create_label(gui, []() {
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return L"meshes: " + std::to_wstring(Mesh::meshesCount);
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return L"meshes: " + std::to_wstring(MeshStats::meshesCount);
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}));
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panel->add(create_label(gui, []() {
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int drawCalls = Mesh::drawCalls;
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Mesh::drawCalls = 0;
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int drawCalls = MeshStats::drawCalls;
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MeshStats::drawCalls = 0;
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return L"draw-calls: " + std::to_wstring(drawCalls);
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}));
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panel->add(create_label(gui, []() {
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