28 std::optional<data::MeshTextureRegion>
texture;
39 [[
nodiscard]] std::expected<std::vector<World3DGPUIndexedBatch>, MeshGPUError>
std::expected< std::vector< World3DGPUIndexedBatch >, MeshGPUError > buildWorld3DGPUScene(const SequenceWorld3DSlot &slot, MeshGPUCache &cache)
void pruneWorld3DGPUScene(const SequenceWorld3DSlot &slot, MeshGPUCache &cache)
std::uint64_t SequenceNodeId
sequence::Matrix3D worldTransform
SDL_GPUTexture * gpuTexture
std::optional< data::MeshTextureRegion > texture
SDL_GPUBuffer * indexBuffer
std::array< SDL_GPUTextureSamplerBinding, 5 > modernTextures
data::MeshMaterial material
data::DataId contentsDataId
SDL_GPUBuffer * vertexBuffer
sequence::SequenceNodeId node