Convert irrlicht mesh for addSphere
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@ -144,7 +144,13 @@ irr::scene::IMeshSceneNode* GEVulkanSceneManager::addMeshSceneNode(
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video::S3DVertexSkinnedMesh sp;
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sp.m_position = v_ptr[j].Pos;
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sp.m_normal = MiniGLM::compressVector3(v_ptr[j].Normal);
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sp.m_color = v_ptr[j].Color;
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video::SColorf orig(v_ptr[j].Color);
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video::SColorf diffuse(mb->getMaterial().DiffuseColor);
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orig.r = orig.r * diffuse.r;
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orig.g = orig.g * diffuse.g;
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orig.b = orig.b * diffuse.b;
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orig.a = orig.a * diffuse.a;
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sp.m_color = orig.toSColor();
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sp.m_all_uvs[0] = MiniGLM::toFloat16(v_ptr[j].TCoords.X);
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sp.m_all_uvs[1] = MiniGLM::toFloat16(v_ptr[j].TCoords.Y);
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spm_mb->m_vertices.push_back(sp);
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@ -1355,7 +1355,17 @@ scene::ISceneNode *IrrDriver::addSphere(float radius,
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}
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#endif
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#ifndef SERVER_ONLY
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bool vk = (GE::getVKDriver() != NULL);
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if (vk)
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GE::getGEConfig()->m_convert_irrlicht_mesh = true;
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#endif
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scene::IMeshSceneNode *node = m_scene_manager->addMeshSceneNode(mesh);
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#ifndef SERVER_ONLY
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if (vk)
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GE::getGEConfig()->m_convert_irrlicht_mesh = false;
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#endif
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mesh->drop();
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return node;
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} // addSphere
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