9 std::vector<SequenceMeshRenderItem> result;
14 auto asset =
meshes.resolve(
24 std::shared_ptr<const data::MeshRenderData> renderData = (*asset)->renderData;
25 if ((
instance.meshChoice.meshIndexA != 0 ||
26 instance.meshChoice.meshIndexB != 0) &&
38 renderData = std::make_shared<const data::MeshRenderData>(
48 std::move(renderData),
instance.rootSequencePriority});