refactor: change mesh load pipeline

These changes allow mesh loading to conform even better to the file format, meaning that loading should be more natural and performant.
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alphafetus committed 2026-09-17 19:49:17 -04:00
1 parent 406b0f9174
commit 26dc75cd38
6 files changed
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@@ -1,5 +1,5 @@
use crate::assets::loaders::mat_loader::MaterialLoadInfo;
use std::collections::HashMap;
use crate::assets::loaders::common::MaterialLoadInfo;
pub struct MaterialRegistry {
materials: HashMap<String, Material>
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@@ -1,9 +1,9 @@
use crate::assets::loaders::mesh_loader::MeshLoadInfo;
use crate::gpu::vertex3::Vertex3;
use std::collections::HashMap;
use std::sync::Arc;
use vulkano::buffer::{Buffer, BufferCreateInfo, BufferUsage, Subbuffer};
use vulkano::memory::allocator::{AllocationCreateInfo, MemoryAllocator, MemoryTypeFilter};
use crate::assets::loaders::common::MeshLoadInfo;
/// This struct is slightly misleading - it doesn't actually contain the mesh information, but
/// the locations of the mesh's information in the overall application's vertex buffer, index buffer,