Current any LOD beyond 0 likely will cause crashes.
Requires this data added to bulkdata metadata to work (reversed by LongerWarrior)
var PositionBufferSize = metaAr.Read<int>();
var TangentsBufferOffset = metaAr.Read<int>();
var TangentsBufferSize = metaAr.Read<int>();
var UVBufferOffset = metaAr.Read<int>();
var UVBufferSize = metaAr.Read<int>();
// weights Lookup???
var idkOffset = metaAr.Read<int>(); // -1
var idkSize = metaAr.Read<int>();
if (idkOffset != -1) throw new ParserException("idkOffset != -1");
var skinWeightVertexBufferOffset = metaAr.Read<int>();
var skinWeightVertexBufferSize = metaAr.Read<int>();
var ColorVertexBufferOffset = metaAr.Read<int>(); // -1
var ColorVertexBufferSize = metaAr.Read<int>();
if (ColorVertexBufferOffset != -1) throw new ParserException("ColorVertexBufferOffset != -1");
// similar structure with skinWeightVertexBuffer
var ClothVertexBufferOffset = metaAr.Read<int>();
var ClothVertexBufferSize = metaAr.Read<int>();
// looks like some indices into the buffer before
// indexsize*vertexcount
var SomeBufferOffset = metaAr.Read<int>();
var SomeBufferSize = metaAr.Read<int>();
// maybe this is clothbuffer? or maybe it's hidden under a flag
var AdjacencyIndexBufferffset = metaAr.Read<int>(); //-1
var AdjacencyIndexBufferSize = metaAr.Read<int>();
if (AdjacencyIndexBufferffset != -1) throw new ParserException("AdjacencyIndexBufferffset != -1");
var IndicesBufferOffset = metaAr.Read<int>();
var IndicesBufferSize = metaAr.Read<int>();
// for other mesh it was all zeroes
var somecount = metaAr.Read<int>(); //10318
var somestride = metaAr.Read<int>(); //16
var vertscount = metaAr.Read<int>();
var idk = metaAr.Read<int>(); // 4
Log.Information("Metadata end ints {0} {1} {2} {3}", somecount, somestride, vertscount, idk);```
Current any LOD beyond 0 likely will cause crashes.
Requires this data added to bulkdata metadata to work (reversed by LongerWarrior)