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https://github.com/aharabada/glitchy-engine-beef.git
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Use static D3D11 device and context
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@@ -25,13 +25,13 @@ namespace GlitchyEngine.Renderer
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public VertexBufferBinding Binding => _defaultBinding;
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public this(GraphicsContext context, Type vertexType, uint32 vertexCount, Usage usage = .Default, CPUAccessFlags cpuAccess = .None) :
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this(context, (.)vertexType.Stride, vertexCount, usage, cpuAccess)
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public this(Type vertexType, uint32 vertexCount, Usage usage = .Default, CPUAccessFlags cpuAccess = .None) :
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this((.)vertexType.Stride, vertexCount, usage, cpuAccess)
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{
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_vertexType = vertexType;
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}
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public this(GraphicsContext context, uint32 vertexStride, uint32 vertexCount, Usage usage = .Default, CPUAccessFlags cpuAccess = .None) : base(context)
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public this(uint32 vertexStride, uint32 vertexCount, Usage usage = .Default, CPUAccessFlags cpuAccess = .None)
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{
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_vertexType = null;
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