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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@@ -1,5 +1,5 @@
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use crate::assets::loaders::mat_loader::MaterialLoadInfo;
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use std::collections::HashMap;
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use crate::assets::loaders::common::MaterialLoadInfo;
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pub struct MaterialRegistry {
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materials: HashMap<String, Material>
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@@ -1,9 +1,9 @@
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use crate::assets::loaders::mesh_loader::MeshLoadInfo;
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use crate::gpu::vertex3::Vertex3;
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use std::collections::HashMap;
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use std::sync::Arc;
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use vulkano::buffer::{Buffer, BufferCreateInfo, BufferUsage, Subbuffer};
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use vulkano::memory::allocator::{AllocationCreateInfo, MemoryAllocator, MemoryTypeFilter};
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use crate::assets::loaders::common::MeshLoadInfo;
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/// This struct is slightly misleading - it doesn't actually contain the mesh information, but
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/// the locations of the mesh's information in the overall application's vertex buffer, index buffer,
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