Split CommonGfxVertex3D into two different ones, GfxVertexFormat0 and GfxVertexFormat1
Rewrite GLInstancingRenderer::drawTexturedTriangleMesh
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@@ -17,7 +17,15 @@ enum
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B3_USE_SHADOWMAP_RENDERMODE,
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};
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struct CommonGfxVertex3D
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struct GfxVertexFormat0
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{
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float x,y,z,w;
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float unused0,unused1,unused2,unused3;
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float u,v;
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};
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struct GfxVertexFormat1
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{
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float x,y,z,w;
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float nx,ny,nz;
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@@ -54,7 +62,7 @@ struct CommonRenderInterface
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virtual void drawLine(const double from[4], const double to[4], const double color[4], double lineWidth) = 0;
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virtual void drawPoint(const float* position, const float color[4], float pointDrawSize)=0;
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virtual void drawPoint(const double* position, const double color[4], double pointDrawSize)=0;
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virtual void drawTexturedTriangleMesh(float worldPosition[3], float worldOrientation[4], const float* vertices, int numvertices, const unsigned int* indices, int numIndices, float color[4], int textureIndex=-1)=0;
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virtual void drawTexturedTriangleMesh(float worldPosition[3], float worldOrientation[4], const float* vertices, int numvertices, const unsigned int* indices, int numIndices, float color[4], int textureIndex=-1, int vertexLayout=0)=0;
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virtual int registerShape(const float* vertices, int numvertices, const int* indices, int numIndices,int primitiveType=B3_GL_TRIANGLES, int textureIndex=-1)=0;
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virtual void updateShape(int shapeIndex, const float* vertices)=0;
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