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set convexshape to use a standard vertex type
we were seeing vert type vs shadergen mismatches. this is a route to conform the former to the latter, which avoids generating a unique shader/processedmaterial combo
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2 changed files with 16 additions and 13 deletions
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@ -77,9 +77,6 @@ GFXDeclareVertexFormat( ConvexVert )
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class PhysicsBody;
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// Define our vertex format here so we don't have to
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// change it in multiple spots later
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typedef ConvexVert VertexType;
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class ConvexShape : public SceneObject
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{
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@ -100,6 +97,10 @@ public:
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// the otherwise excessively deep scoping we had.
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// eg. ConvexShape::Face::Triangle ...
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// Define our vertex format here so we don't have to
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// change it in multiple spots later
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typedef GFXVertexPNTTB VertexType;
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struct Edge
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{
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U32 p0;
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