fix instancing so that gltf assets always fill the first instance slot
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@@ -22,38 +22,14 @@ extern "C"
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TMaterialInstance **materialInstances,
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int materialInstanceCount
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);
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EMSCRIPTEN_KEEPALIVE TSceneAsset *SceneAsset_loadGlb(
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EMSCRIPTEN_KEEPALIVE TSceneAsset * SceneAsset_createFromFilamentAsset(
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TEngine *tEngine,
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TGltfAssetLoader *tAssetLoader,
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TNameComponentManager *tNameComponentManager,
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const uint8_t *data,
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size_t length,
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size_t numInstances
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TFilamentAsset *tFilamentAsset
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);
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EMSCRIPTEN_KEEPALIVE TSceneAsset *SceneAsset_loadGltf(
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TGltfAssetLoader *tAssetLoader,
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TGltfResourceLoader *tResourceLoader,
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TEngine *tEngine,
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TNameComponentManager *tNameComponentManager,
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const uint8_t *data,
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size_t length,
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size_t numInstances
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);
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EMSCRIPTEN_KEEPALIVE int32_t SceneAsset_getResourceUriCount(
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TSceneAsset *tSceneAsset
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);
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EMSCRIPTEN_KEEPALIVE const char* const* SceneAsset_getResourceUris(
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TSceneAsset *tSceneAsset
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);
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EMSCRIPTEN_KEEPALIVE TFilamentAsset *SceneAsset_getFilamentAsset(TSceneAsset *tSceneAsset);
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EMSCRIPTEN_KEEPALIVE TSceneAsset *SceneAsset_createGrid(TEngine *tEngine, TMaterial * tMaterial);
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EMSCRIPTEN_KEEPALIVE void SceneAsset_destroy(TSceneAsset *tSceneAsset);
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EMSCRIPTEN_KEEPALIVE void SceneAsset_addToScene(TSceneAsset *tSceneAsset, TScene *tScene);
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EMSCRIPTEN_KEEPALIVE void SceneAsset_removeFromScene(TSceneAsset *tSceneAsset, TScene *tScene);
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@@ -68,8 +44,7 @@ extern "C"
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EMSCRIPTEN_KEEPALIVE size_t SceneAsset_getInstanceCount(TSceneAsset *tSceneAsset);
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EMSCRIPTEN_KEEPALIVE TSceneAsset * SceneAsset_createInstance(TSceneAsset *asset, TMaterialInstance **materialInstances, int materialInstanceCount);
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EMSCRIPTEN_KEEPALIVE Aabb3 SceneAsset_getBoundingBox(TSceneAsset *asset);
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EMSCRIPTEN_KEEPALIVE Aabb3 SceneAsset_getBoundingBox(TSceneAsset *asset);
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#ifdef __cplusplus
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}
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#endif
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