add priority/layer to load_glb_from_buffer
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@@ -66,7 +66,7 @@ extern "C"
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EMSCRIPTEN_KEEPALIVE void remove_light_ffi(void *const viewer, EntityId entityId);
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EMSCRIPTEN_KEEPALIVE void remove_light_ffi(void *const viewer, EntityId entityId);
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EMSCRIPTEN_KEEPALIVE void clear_lights_ffi(void *const viewer);
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EMSCRIPTEN_KEEPALIVE void clear_lights_ffi(void *const viewer);
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EMSCRIPTEN_KEEPALIVE void load_glb_ffi(void *const sceneManager, const char *assetPath, int numInstances, bool keepData, void (*callback)(EntityId));
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EMSCRIPTEN_KEEPALIVE void load_glb_ffi(void *const sceneManager, const char *assetPath, int numInstances, bool keepData, void (*callback)(EntityId));
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EMSCRIPTEN_KEEPALIVE void load_glb_from_buffer_ffi(void *const sceneManager, const uint8_t *const data, size_t length, int numInstances, bool keepData, void (*callback)(EntityId));
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EMSCRIPTEN_KEEPALIVE void load_glb_from_buffer_ffi(void *const sceneManager, const uint8_t *const data, size_t length, int numInstances, bool keepData, int priority, int layer, void (*callback)(EntityId));
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EMSCRIPTEN_KEEPALIVE void load_gltf_ffi(void *const sceneManager, const char *assetPath, const char *relativePath, bool keepData, void (*callback)(EntityId));
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EMSCRIPTEN_KEEPALIVE void load_gltf_ffi(void *const sceneManager, const char *assetPath, const char *relativePath, bool keepData, void (*callback)(EntityId));
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EMSCRIPTEN_KEEPALIVE void create_instance_ffi(void *const sceneManager, EntityId entityId, void (*callback)(EntityId));
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EMSCRIPTEN_KEEPALIVE void create_instance_ffi(void *const sceneManager, EntityId entityId, void (*callback)(EntityId));
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EMSCRIPTEN_KEEPALIVE void remove_entity_ffi(void *const viewer, EntityId asset, void (*callback)());
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EMSCRIPTEN_KEEPALIVE void remove_entity_ffi(void *const viewer, EntityId asset, void (*callback)());
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@@ -101,7 +101,20 @@ extern "C"
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void (*callback)(bool));
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void (*callback)(bool));
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EMSCRIPTEN_KEEPALIVE void set_post_processing_ffi(void *const viewer, bool enabled);
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EMSCRIPTEN_KEEPALIVE void set_post_processing_ffi(void *const viewer, bool enabled);
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EMSCRIPTEN_KEEPALIVE void reset_to_rest_pose_ffi(void *const sceneManager, EntityId entityId, void(*callback)());
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EMSCRIPTEN_KEEPALIVE void reset_to_rest_pose_ffi(void *const sceneManager, EntityId entityId, void(*callback)());
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EMSCRIPTEN_KEEPALIVE void create_geometry_ffi(void *const sceneManager, float *vertices, int numVertices, float *normals, int numNormals, float *uvs, int numUvs, uint16_t *indices, int numIndices, int primitiveType, const char *materialPath, bool keepData, void (*callback)(EntityId));
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EMSCRIPTEN_KEEPALIVE void create_geometry_ffi(
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void *const sceneManager,
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float *vertices,
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int numVertices,
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float *normals,
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int numNormals,
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float *uvs,
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int numUvs,
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uint16_t *indices,
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int numIndices,
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int primitiveType,
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TMaterialInstance *materialInstance,
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bool keepData,
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void (*callback)(EntityId));
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EMSCRIPTEN_KEEPALIVE void unproject_texture_ffi(void *const sceneManager, EntityId entity, uint8_t* out, uint32_t outWidth, uint32_t outHeight, void(*callback)());
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EMSCRIPTEN_KEEPALIVE void unproject_texture_ffi(void *const sceneManager, EntityId entity, uint8_t* out, uint32_t outWidth, uint32_t outHeight, void(*callback)());
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