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Document a bug in glTFViewer
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@ -502,6 +502,9 @@ namespace {
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}
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}
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const MaterialInfo& material = getMaterial(iPrim.material, strides[0], strides[1], strides[2]);
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const MaterialInfo& material = getMaterial(iPrim.material, strides[0], strides[1], strides[2]);
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material.uniformBuffer.TransitionUsage(nxt::BufferUsageBit::TransferDst);
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material.uniformBuffer.TransitionUsage(nxt::BufferUsageBit::TransferDst);
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// TODO(cwallez@google.com): This is updating the uniform buffer with a device-level command
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// but the draw is queue level command that is pipelined. This causes bad rendering for models
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// that use the same part multiple time.
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material.uniformBuffer.SetSubData(0,
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material.uniformBuffer.SetSubData(0,
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sizeof(u_transform_block) / sizeof(uint32_t),
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sizeof(u_transform_block) / sizeof(uint32_t),
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reinterpret_cast<const uint32_t*>(&transforms));
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reinterpret_cast<const uint32_t*>(&transforms));
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