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// TODO: Optimize! Check which triangles need normals, bin into two separate meshbuffers, dont have normals for meshbuffers where all(abs(transpose(normals)*cross(pos1-pos0,pos2-pos0))~=1.f)
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// TODO: Optimize! Check which materials use any textures, if meshbuffer doens't use any textures, its pipeline doesn't need UV coordinates
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// TODO: separate pipeline for stuff without UVs and separate out the barycentric derivative FBO attachment
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for (constauto& asset : contents)
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{
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auto cpumesh = static_cast<asset::ICPUMesh*>(asset.get());
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