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@@ -98,7 +98,7 @@ namespace AtomSampleViewer
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AZ::Aabb localAabb = AZ::Aabb::CreateCenterHalfExtents(AZ::Vector3(0.0f, 0.0f, 0.0f), AZ::Vector3(1000000.0f, 1000000.0f, 1000000.0f));
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AZ::Aabb localAabb = AZ::Aabb::CreateCenterHalfExtents(AZ::Vector3(0.0f, 0.0f, 0.0f), AZ::Vector3(1000000.0f, 1000000.0f, 1000000.0f));
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modelLodCreator.SetMeshAabb(AZStd::move(localAabb));
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modelLodCreator.SetMeshAabb(AZStd::move(localAabb));
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- modelLodCreator.SetMeshMaterialAsset(AZ::RPI::AssetUtils::LoadAssetByProductPath<AZ::RPI::MaterialAsset>(DefaultSkinnedMeshMaterial));
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+ modelLodCreator.SetMeshMaterialSlot(RPI::ModelMaterialSlot{0, AZ::Name{}, AZ::RPI::AssetUtils::LoadAssetByProductPath<AZ::RPI::MaterialAsset>(DefaultSkinnedMeshMaterial)});
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modelLodCreator.EndMesh();
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modelLodCreator.EndMesh();
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@@ -140,7 +140,8 @@ namespace AtomSampleViewer
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subMesh.m_vertexOffset = 0;
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subMesh.m_vertexOffset = 0;
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subMesh.m_vertexCount = lodVertexCount;
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subMesh.m_vertexCount = lodVertexCount;
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// Do a load blocking queue on the material asset because the ModelLod will ignore the material if it is not ready
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// Do a load blocking queue on the material asset because the ModelLod will ignore the material if it is not ready
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- subMesh.m_material = AZ::RPI::AssetUtils::LoadAssetByProductPath<AZ::RPI::MaterialAsset>(DefaultSkinnedMeshMaterial);
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+ subMesh.m_materialSlot.m_defaultMaterialAsset = AZ::RPI::AssetUtils::LoadAssetByProductPath<AZ::RPI::MaterialAsset>(DefaultSkinnedMeshMaterial);
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+ subMesh.m_materialSlot.m_stableId = 0;
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subMeshes.push_back(subMesh);
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subMeshes.push_back(subMesh);
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