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Removed commented code
1 parent deb25a3 commit d09dd52

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native~/Runtime/src/UnityPrepareRendererResources.cpp

Lines changed: 0 additions & 30 deletions
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@@ -1,7 +1,6 @@
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#include "UnityPrepareRendererResources.h"
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#include "CesiumFeaturesMetadataUtility.h"
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#include "DotNet/UnityEngine/Shader.h"
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#include "TextureLoader.h"
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#include "TilesetMaterialProperties.h"
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#include "UnityLifetime.h"
@@ -100,36 +99,7 @@ std::vector<TIndex> generateIndices(const int32_t count) {
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}
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return syntheticIndexBuffer;
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}
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/*
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template <typename TIndex>
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void computeFlatNormals(
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uint8_t* pWritePos,
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size_t stride,
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TIndex* indices,
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int32_t indexCount,
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const AccessorView<UnityEngine::Vector3>& positionView) {
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for (int i = 0; i < indexCount; i += 3) {
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TIndex i0 = indices[i];
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TIndex i1 = indices[i + 1];
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TIndex i2 = indices[i + 2];
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const glm::vec3& v0 =
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*reinterpret_cast<const glm::vec3*>(&positionView[i0]);
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const glm::vec3& v1 =
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*reinterpret_cast<const glm::vec3*>(&positionView[i1]);
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const glm::vec3& v2 =
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*reinterpret_cast<const glm::vec3*>(&positionView[i2]);
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glm::vec3 normal = glm::normalize(glm::cross(v1 - v0, v2 - v0));
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for (int j = 0; j < 3; j++) {
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*reinterpret_cast<glm::vec3*>(pWritePos) = normal;
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pWritePos += stride;
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}
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}
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}
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*/
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/**
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* @brief The result after populating Unity mesh data with loaded glTF content.
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*/

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