Split CommonGfxVertex3D into two different ones, GfxVertexFormat0 and GfxVertexFormat1
Rewrite GLInstancingRenderer::drawTexturedTriangleMesh
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@@ -225,7 +225,7 @@ struct MyRenderCallbacks : public RenderCallbacks
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float halfExtentsZ=1;
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float textureScaling = 4;
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b3AlignedObjectArray<CommonGfxVertex3D> verts;
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b3AlignedObjectArray<GfxVertexFormat1> verts;
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verts.resize(numVertices);
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for (int i=0;i<numVertices;i++)
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{
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@@ -682,7 +682,7 @@ int SimpleOpenGL3App::registerCubeShape(float halfExtentsX,float halfExtentsY, f
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int numVertices = sizeof(cube_vertices_textured)/strideInBytes;
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int numIndices = sizeof(cube_indices)/sizeof(int);
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b3AlignedObjectArray<CommonGfxVertex3D> verts;
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b3AlignedObjectArray<GfxVertexFormat1> verts;
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verts.resize(numVertices);
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for (int i=0;i<numVertices;i++)
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{
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