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https://github.com/baldurk/renderdoc.git
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Allow fully flexible display of position&other component on meshes
* You can choose which component will be used as 'position' when rendering vertex inputs. Helpful if a position component isn't auto-detected, or if you want to render UV co-ordinates onto the screen. * Instead of fixed TEXCOORD0/Color options for solid shading onto the mesh you can choose a secondary column yourself. * Also the solid shading options are available on vertex output meshes as well as inputs.
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@@ -58,6 +58,41 @@ namespace renderdocui.Code
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hex = h;
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}
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public override bool Equals(Object obj)
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{
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return obj is FormatElement && this == (FormatElement)obj;
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}
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public override int GetHashCode()
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{
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int hash = name.GetHashCode() * 17;
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hash = hash * 17 + buffer.GetHashCode();
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hash = hash * 17 + offset.GetHashCode();
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hash = hash * 17 + format.GetHashCode();
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hash = hash * 17 + perinstance.GetHashCode();
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hash = hash * 17 + rowmajor.GetHashCode();
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hash = hash * 17 + matrixdim.GetHashCode();
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hash = hash * 17 + hex.GetHashCode();
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return hash;
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}
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public static bool operator ==(FormatElement x, FormatElement y)
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{
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if ((object)x == null) return false;
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if ((object)y == null) return false;
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return x.name == y.name &&
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x.buffer == y.buffer &&
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x.offset == y.offset &&
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x.format == y.format &&
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x.perinstance == y.perinstance &&
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x.rowmajor == y.rowmajor &&
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x.matrixdim == y.matrixdim &&
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x.hex == y.hex;
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}
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public static bool operator !=(FormatElement x, FormatElement y)
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{
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return !(x == y);
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}
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public uint ByteSize
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{
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get
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