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Changes to support new boo object tracker API
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@@ -23,12 +23,14 @@ HMDLData::HMDLData(boo::IGraphicsDataFactory::Context& ctx,
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m_ibo = ctx.newStaticBuffer(boo::BufferUse::Index, ibo, 4, meta.indexCount);
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if (ctx.bindingNeedsVertexFormat())
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m_vtxFmt = NewVertexFormat(ctx, meta, m_vbo, m_ibo);
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m_vtxFmt = NewVertexFormat(ctx, meta, m_vbo.get(), m_ibo.get());
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}
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/* For binding constructors that require vertex format up front (GLSL) */
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boo::IVertexFormat* HMDLData::NewVertexFormat(boo::IGraphicsDataFactory::Context& ctx, const HMDLMeta& meta,
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boo::IGraphicsBuffer* vbo, boo::IGraphicsBuffer* ibo)
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boo::ObjToken<boo::IVertexFormat>
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HMDLData::NewVertexFormat(boo::IGraphicsDataFactory::Context& ctx, const HMDLMeta& meta,
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const boo::ObjToken<boo::IGraphicsBuffer>& vbo,
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const boo::ObjToken<boo::IGraphicsBuffer>& ibo)
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{
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size_t elemCount = 2 + meta.colorCount + meta.uvCount + meta.weightCount;
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std::unique_ptr<boo::VertexElementDescriptor[]> vdescs(new boo::VertexElementDescriptor[elemCount]);
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@@ -64,7 +66,7 @@ boo::IVertexFormat* HMDLData::NewVertexFormat(boo::IGraphicsDataFactory::Context
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}
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/* For shader constructors that require vertex format up-front (HLSL/Metal/Vulkan) */
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boo::IVertexFormat* ShaderTag::newVertexFormat(boo::IGraphicsDataFactory::Context& ctx) const
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boo::ObjToken<boo::IVertexFormat> ShaderTag::newVertexFormat(boo::IGraphicsDataFactory::Context& ctx) const
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{
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size_t elemCount = 2 + m_colorCount + m_uvCount + m_weightCount;
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std::unique_ptr<boo::VertexElementDescriptor[]> vdescs(new boo::VertexElementDescriptor[elemCount]);
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