combined mesh vertex buffers into one resource and refactors
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+12
-11
@@ -670,18 +670,19 @@ void MeshWindow::SetEntity(Entity entity, int subset)
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ss += "Vertex count: " + std::to_string(mesh->vertex_positions.size()) + "\n";
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ss += "Index count: " + std::to_string(mesh->indices.size()) + "\n";
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ss += "Subset count: " + std::to_string(mesh->subsets.size()) + "\n";
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ss += "GPU memory: " + std::to_string((mesh->indexBuffer.GetDesc().size + mesh->generalBuffer.GetDesc().size + mesh->streamoutBuffer.GetDesc().size) / 1024.0f / 1024.0f) + " MB\n";
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ss += "\nVertex buffers: ";
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if (mesh->vertexBuffer_POS.IsValid()) ss += "position; ";
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if (mesh->vertexBuffer_UV0.IsValid()) ss += "uvset_0; ";
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if (mesh->vertexBuffer_UV1.IsValid()) ss += "uvset_1; ";
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if (mesh->vertexBuffer_ATL.IsValid()) ss += "atlas; ";
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if (mesh->vertexBuffer_COL.IsValid()) ss += "color; ";
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if (mesh->vertexBuffer_PRE.IsValid()) ss += "previous_position; ";
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if (mesh->vertexBuffer_BON.IsValid()) ss += "bone; ";
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if (mesh->vertexBuffer_TAN.IsValid()) ss += "tangent; ";
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if (mesh->streamoutBuffer_POS.IsValid()) ss += "streamout_position; ";
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if (mesh->streamoutBuffer_TAN.IsValid()) ss += "streamout_tangents; ";
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if (mesh->subsetBuffer.IsValid()) ss += "subset; ";
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if (mesh->vb_pos_nor_wind.IsValid()) ss += "position; ";
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if (mesh->vb_uv0.IsValid()) ss += "uvset_0; ";
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if (mesh->vb_uv1.IsValid()) ss += "uvset_1; ";
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if (mesh->vb_atl.IsValid()) ss += "atlas; ";
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if (mesh->vb_col.IsValid()) ss += "color; ";
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if (mesh->vb_pre.IsValid()) ss += "previous_position; ";
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if (mesh->vb_bon.IsValid()) ss += "bone; ";
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if (mesh->vb_tan.IsValid()) ss += "tangent; ";
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if (mesh->so_pos_nor_wind.IsValid()) ss += "streamout_position; ";
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if (mesh->so_tan.IsValid()) ss += "streamout_tangents; ";
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if (mesh->subset_view.IsValid()) ss += "subset; ";
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if (mesh->IsTerrain()) ss += "\n\nTerrain will use 4 blend materials and blend by vertex colors, the default one is always the subset material and uses RED vertex color channel mask, the other 3 are selectable below.";
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meshInfoLabel.SetText(ss);
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