Supports skinnd and unskinned meshes
ExplosionEffects now supports SplatMapping
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@@ -62,7 +62,7 @@ public:
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class Mesh : public OutputData {
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public:
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bool hasSkin = true; //Should be false by default... Have it true now since pipeline only support skinned vertecies
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bool hasSkin = false;
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unsigned int NumVertices;
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unsigned int NumIndices;
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std::vector<VertexLayout> Vertices;
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@@ -70,7 +70,7 @@ public:
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virtual void WriteBinary(std::ostream& out)
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{
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//out.write((char*)&hasSkin, sizeof(bool));
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out.write((char*)&hasSkin, sizeof(bool));
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out.write((char*)&NumVertices, sizeof(int));
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out.write((char*)&NumIndices, sizeof(int));
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for (auto aVertex : Vertices) {
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