Added skeletal animations and other fixes
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@@ -7,11 +7,11 @@
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namespace
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{
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static const std::uint32_t maxBindlessResources = 16536;
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static const std::uint32_t maxSamplers = 32;
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constexpr std::uint32_t maxBindlessResources = 16536;
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constexpr std::uint32_t maxSamplers = 32;
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static const std::uint32_t texturesBinding = 0;
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static const std::uint32_t samplersBinding = 1;
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constexpr std::uint32_t texturesBinding = 0;
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constexpr std::uint32_t samplersBinding = 1;
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}
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void BindlessSetManager::init(VkDevice device, float maxAnisotropy)
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@@ -26,7 +26,7 @@ void BindlessSetManager::init(VkDevice device, float maxAnisotropy)
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.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO,
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.flags = VK_DESCRIPTOR_POOL_CREATE_UPDATE_AFTER_BIND_BIT_EXT,
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.maxSets = 10,
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.poolSizeCount = (std::uint32_t)poolSizesBindless.size(),
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.poolSizeCount = static_cast<std::uint32_t>(poolSizesBindless.size()),
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.pPoolSizes = poolSizesBindless.data(),
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};
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