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Meshes will now use the smallest integer data type possible for index buffer (vertex map) values, instead of always using 32-bit integer numbers.
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@@ -220,14 +220,15 @@ int w_Mesh_setVertexMap(lua_State *L)
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int w_Mesh_getVertexMap(lua_State *L)
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{
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Mesh *t = luax_checkmesh(L, 1);
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const uint32 *vertex_map = 0;
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EXCEPT_GUARD(vertex_map = t->getVertexMap();)
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size_t elements = t->getVertexMapCount();
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std::vector<uint32> vertex_map;
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EXCEPT_GUARD(t->getVertexMap(vertex_map);)
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lua_createtable(L, elements, 0);
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size_t element_count = vertex_map.size();
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for (size_t i = 0; i < elements; i++)
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lua_createtable(L, element_count, 0);
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for (size_t i = 0; i < element_count; i++)
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{
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lua_pushinteger(L, lua_Integer(vertex_map[i]) + 1);
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lua_rawseti(L, -2, i + 1);
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