using IBAccess=IndexBufferAccess
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@@ -129,12 +129,12 @@ bool RenderCmdBuffer::BindDescriptorSets(Material *mtl)
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return(true);
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}
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void RenderCmdBuffer::BindIBO(const IndexBufferAccess *ibd)
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void RenderCmdBuffer::BindIBO(const IBAccess *iba)
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{
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vkCmdBindIndexBuffer( cmd_buf,
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ibd->buffer->GetBuffer(),
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ibd->offset,
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VkIndexType(ibd->buffer->GetType()));
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iba->buffer->GetBuffer(),
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iba->offset,
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VkIndexType(iba->buffer->GetType()));
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}
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bool RenderCmdBuffer::BindVBO(Renderable *ri)
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@@ -6,7 +6,7 @@
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#include<hgl/log/LogInfo.h>
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VK_NAMESPACE_BEGIN
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VertexInputData::VertexInputData(const uint32_t c,const uint32_t vc,const IndexBufferAccess *iba)
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VertexInputData::VertexInputData(const uint32_t c,const uint32_t vc,const IBAccess *iba)
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{
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binding_count=c;
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@@ -57,7 +57,7 @@ Renderable *CreateRenderable(Primitive *prim,MaterialInstance *mi,Pipeline *p)
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VAB *vab;
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VertexInputData *vid=new VertexInputData(input_count,prim->GetVertexCount(),prim->GetIndexBufferAccess());
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VertexInputData *vid=new VertexInputData(input_count,prim->GetVertexCount(),prim->GetIBAccess());
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const VertexInputFormat *vif=vil->GetVIFList(VertexInputGroup::Basic);
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VABAccess vad;
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