Integrating github/staging through commit ab87ed9
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@@ -81,7 +81,6 @@ namespace AZ
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lodIndexCount = 0;
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lodVertexCount = 0;
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uint32_t subMeshIndexOffset = 0;
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const Data::Asset<RPI::ModelLodAsset>& lodAsset = actor->GetMeshAsset()->GetLodAssets()[lodIndex];
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const AZStd::array_view<RPI::ModelLodAsset::Mesh> modelMeshes = lodAsset->GetMeshes();
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for (const RPI::ModelLodAsset::Mesh& modelMesh : modelMeshes)
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@@ -395,7 +394,6 @@ namespace AZ
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uvBufferData.resize_no_construct(lodVertexCount);
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// Now iterate over the actual data and populate the data for the per-actor buffers
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size_t lodVertexStart = 0;
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size_t indexBufferOffset = 0;
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size_t vertexBufferOffset = 0;
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size_t skinnedMeshSubmeshIndex = 0;
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@@ -410,7 +408,6 @@ namespace AZ
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// Each of these is one long buffer containing the data for all sub-meshes in the joint
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const AZ::Vector3* sourcePositions = static_cast<const AZ::Vector3*>(mesh->FindOriginalVertexData(EMotionFX::Mesh::ATTRIB_POSITIONS));
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const AZ::Vector3* sourceNormals = static_cast<const AZ::Vector3*>(mesh->FindOriginalVertexData(EMotionFX::Mesh::ATTRIB_NORMALS));
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const uint32_t* sourceOriginalVertex = static_cast<const uint32_t*>(mesh->FindOriginalVertexData(EMotionFX::Mesh::ATTRIB_ORGVTXNUMBERS));
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const AZ::Vector4* sourceTangents = static_cast<const AZ::Vector4*>(mesh->FindOriginalVertexData(EMotionFX::Mesh::ATTRIB_TANGENTS));
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const AZ::Vector3* sourceBitangents = static_cast<const AZ::Vector3*>(mesh->FindOriginalVertexData(EMotionFX::Mesh::ATTRIB_BITANGENTS));
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const AZ::Vector2* sourceUVs = static_cast<const AZ::Vector2*>(mesh->FindOriginalVertexData(EMotionFX::Mesh::ATTRIB_UVCOORDS, 0));
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