MODEL LOADING BABY WORKS
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@@ -10,17 +10,10 @@ MeshPipeline::~MeshPipeline() {
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void MeshPipeline::init(GfxDevice& gfxDevice, VkFormat drawImageFormat, VkFormat depthImageFormat) {
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const auto& device = gfxDevice.getDevice();
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// const auto vertexShader = vkutil::loadShaderModule(AssetFS::GetInstance().GetFullPath("engine://shaders/mesh.vert.spv"), device);
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// const auto fragShader = vkutil::loadShaderModule(AssetFS::GetInstance().GetFullPath("engine://shaders/mesh.frag.spv"), device);
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const auto vertexShader = AssetFS::GetInstance().GetCookedPathForFile("engine://shaders/mesh.vert");
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const auto fragShader = AssetFS::GetInstance().GetCookedPathForFile("engine://shaders/mesh.frag");
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const auto vertexShader = AssetFS::GetInstance().GetFullPath("engine://shaders/mesh.vert.spv");
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const auto fragShader = AssetFS::GetInstance().GetFullPath("engine://shaders/mesh.frag.spv");
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// vkutil::addDebugLabel(device, vertexShader, "mesh.vert");
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// vkutil::addDebugLabel(device, vertexShader, "mesh.frag");
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const auto bufferRange = VkPushConstantRange{
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.stageFlags = VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT,
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.offset = 0,
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