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- Added subdivided meshes with more triangles. For some weird reason those can...
- Added subdivided meshes with more triangles. For some weird reason those can achieve better performance, especially the #5 one. Still use the regular one by default for now. - Cleaned up some c-style casts. - Cleaned up some NULL comparisons. - Cleaned up some unused functions. - Cleaned up UpdateTexture function and combined a few others.
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- Content/DynamicLineMaterial.uasset 0 additions, 0 deletionsContent/DynamicLineMaterial.uasset
- Content/line_subdivided.uasset 0 additions, 0 deletionsContent/line_subdivided.uasset
- Content/line_subdivided2.uasset 0 additions, 0 deletionsContent/line_subdivided2.uasset
- Content/line_subdivided3.uasset 0 additions, 0 deletionsContent/line_subdivided3.uasset
- Content/line_subdivided5.uasset 0 additions, 0 deletionsContent/line_subdivided5.uasset
- Source/InstancedMeshLineRendering/Private/GPUInstancedLineComponent.cpp 138 additions, 172 deletions...edMeshLineRendering/Private/GPUInstancedLineComponent.cpp
- Source/InstancedMeshLineRendering/Public/GPUInstancedLineComponent.h 12 additions, 17 deletions...ancedMeshLineRendering/Public/GPUInstancedLineComponent.h
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Content/line_subdivided.uasset
0 → 100644
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Content/line_subdivided2.uasset
0 → 100644
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Content/line_subdivided3.uasset
0 → 100644
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Content/line_subdivided5.uasset
0 → 100644
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