resume Assign instead of local2world and materialinstanceId in VertexInputStream
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@@ -19,6 +19,8 @@ struct MaterialCreateConfig
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AnsiString mtl_name; ///<材质名称
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bool material_instance; ///<是否包含材质实例
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RenderTargetOutputConfig rt_output; ///<渲染目标输出配置
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uint32 shader_stage_flag_bit; ///<需要的shader
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@@ -27,12 +29,14 @@ struct MaterialCreateConfig
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public:
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MaterialCreateConfig(const GPUDeviceAttribute *da,const AnsiString &name,const Prim &p)
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MaterialCreateConfig(const GPUDeviceAttribute *da,const AnsiString &name,const bool mi,const Prim &p)
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{
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dev_attr=da;
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mtl_name=name;
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material_instance=mi;
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shader_stage_flag_bit=VK_SHADER_STAGE_VERTEX_BIT|VK_SHADER_STAGE_FRAGMENT_BIT;
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prim=p;
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