used vab source from MaterialInstance instead of Pipeline.
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@ -34,9 +34,9 @@ RenderableInstance::~RenderableInstance()
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RenderableInstance *CreateRenderableInstance(Renderable *r,MaterialInstance *mi,Pipeline *p)
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RenderableInstance *CreateRenderableInstance(Renderable *r,MaterialInstance *mi,Pipeline *p)
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{
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{
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if(!r||!p)return(nullptr);
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if(!r||!mi||!p)return(nullptr);
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const VAB *vab=p->GetVAB();
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const VAB *vab=mi->GetVAB();
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const int input_count=vab->GetVertexAttrCount();
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const int input_count=vab->GetVertexAttrCount();
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const UTF8String &mtl_name=mi->GetMaterial()->GetName();
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const UTF8String &mtl_name=mi->GetMaterial()->GetName();
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