added feature: multiple uv sets; gltf updates; editor updates;
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@@ -152,7 +152,15 @@ void wiGPUBVH::UpdateGlobalMaterialResources(const Scene& scene, GRAPHICSTHREAD
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global_material.normalMapStrength = material.normalMapStrength;
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global_material.normalMapFlip = (material._flags & MaterialComponent::FLIP_NORMALMAP ? -1.0f : 1.0f);
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global_material.parallaxOcclusionMapping = material.parallaxOcclusionMapping;
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global_material.g_xMat_useVertexColors = material.IsUsingVertexColors() ? 1 : 0;
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global_material.displacementMapping = material.displacementMapping;
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global_material.useVertexColors = material.IsUsingVertexColors() ? 1 : 0;
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global_material.uvset_baseColorMap = material.uvset_baseColorMap;
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global_material.uvset_surfaceMap = material.uvset_surfaceMap;
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global_material.uvset_normalMap = material.uvset_normalMap;
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global_material.uvset_displacementMap = material.uvset_displacementMap;
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global_material.uvset_emissiveMap = material.uvset_emissiveMap;
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global_material.uvset_occlusionMap = material.uvset_occlusionMap;
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global_material.specularGlossinessWorkflow = material.IsUsingSpecularGlossinessWorkflow() ? 1 : 0;
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// Add extended properties:
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const TextureDesc& desc = globalMaterialAtlas.GetDesc();
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@@ -477,7 +485,8 @@ void wiGPUBVH::Build(const Scene& scene, GRAPHICSTHREAD threadID)
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&globalMaterialBuffer,
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mesh.indexBuffer.get(),
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mesh.vertexBuffer_POS.get(),
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mesh.vertexBuffer_TEX.get(),
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mesh.vertexBuffer_UV0.get(),
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mesh.vertexBuffer_UV1.get(),
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mesh.vertexBuffer_COL.get(),
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};
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device->BindResources(CS, res, TEXSLOT_ONDEMAND0, ARRAYSIZE(res), threadID);
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