first step OK that it's to resumed to use L2W in VertexInputStream.
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@@ -39,6 +39,10 @@ private:
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DataArray<RenderItem> ri_array;
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uint ri_count;
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bool has_l2w;
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bool has_mi;
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VkDeviceSize l2w_buffer_size[4];
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void StatMI();
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void Stat();
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@@ -56,7 +60,7 @@ protected:
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public:
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MaterialRenderList(GPUDevice *d,Material *m);
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MaterialRenderList(GPUDevice *d,bool l2w,Material *m);
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~MaterialRenderList();
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void Add(Renderable *ri,const Matrix4f &mat);
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