-Added proper access to depth texture from shader
-Split Mesh into Mesh (abstrat class) and ArrayMesh, to allow to proper mesh primitives, as well as streamable meshes in the future.
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@ -224,13 +224,13 @@ void SurfaceTool::add_index(int p_index) {
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index_array.push_back(p_index);
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}
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Ref<Mesh> SurfaceTool::commit(const Ref<Mesh> &p_existing) {
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Ref<ArrayMesh> SurfaceTool::commit(const Ref<ArrayMesh> &p_existing) {
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Ref<Mesh> mesh;
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Ref<ArrayMesh> mesh;
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if (p_existing.is_valid())
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mesh = p_existing;
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else
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mesh = Ref<Mesh>(memnew(Mesh));
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mesh.instance();
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int varr_len = vertex_array.size();
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