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attempt to implement will's mesh merging for better render performance
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@@ -92,6 +92,8 @@ public:
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void init();
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void end();
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void copyInto(Mesh *dest, bool ignoreInterpolationData, bool destinationOwnsTextures);
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//maps
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const Texture2D *getTexture(int i) const {return textures[i];}
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@@ -116,6 +118,11 @@ public:
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const Vec3f *getTangents() const {return tangents;}
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const uint32 *getIndices() const {return indices;}
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void setVertices(Vec3f *data, uint32 count);
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void setNormals(Vec3f *data, uint32 count);
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void setTexCoords(Vec2f *data, uint32 count);
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void setIndices(uint32 *data, uint32 count);
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//material
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const Vec3f &getDiffuseColor() const {return diffuseColor;}
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const Vec3f &getSpecularColor() const {return specularColor;}
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@@ -127,11 +134,15 @@ public:
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bool getCustomTexture() const {return customColor;}
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bool getNoSelect() const {return noSelect;}
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uint32 getTextureFlags() const { return textureFlags; }
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//external data
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const InterpolationData *getInterpolationData() const {return interpolationData;}
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//interpolation
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void buildInterpolationData();
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void cleanupInterpolationData();
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void updateInterpolationData(float t, bool cycle);
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void updateInterpolationVertices(float t, bool cycle);
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@@ -225,6 +236,7 @@ public:
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private:
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void buildInterpolationData() const;
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void autoJoinMeshFrames();
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};
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class PixelBufferWrapper {
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