Split CommonGfxVertex3D into two different ones, GfxVertexFormat0 and GfxVertexFormat1
Rewrite GLInstancingRenderer::drawTexturedTriangleMesh
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@@ -41,7 +41,7 @@ public:
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virtual void writeSingleInstanceScaleToCPU(const double* scale, int srcIndex);
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virtual void getCameraViewMatrix(float viewMat[16]) const;
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virtual void getCameraProjectionMatrix(float projMat[16]) const;
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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)
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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)
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{
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}
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