Clean up the ranges code a bit
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7 changed files with 403 additions and 227 deletions
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@ -1013,7 +1013,7 @@ void VkRenderState::DrawLevelMesh(LevelMeshDrawType drawType, bool noFragmentSha
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ApplyLevelMeshPipeline(mCommandBuffer, key, drawType, noFragmentShader);
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for (MeshBufferRange& range : it.second)
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for (const MeshBufferRange& range : it.second.GetRanges())
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{
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mCommandBuffer->drawIndexed(range.End - range.Start, 1, range.Start, 0, 0);
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}
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