Update the bottom level accel structure if vertices or indexes change
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4 changed files with 26 additions and 49 deletions
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@ -165,7 +165,6 @@ DoomLevelMesh::DoomLevelMesh(FLevelLocals& doomMap)
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SortIndexes();
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BuildTileSurfaceLists();
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Mesh.DynamicIndexStart = Mesh.Indexes.size();
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UpdateCollision();
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// Assume double the size of the static mesh will be enough for anything dynamic.
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