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Moved the re-ordering of indices to the BSP creator instead of the BSP asset linker.
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@@ -158,9 +158,12 @@ namespace
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vertexVec.insert(vertexVec.end(), tempVertices.begin(), tempVertices.end());
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// T6 uses unsigned shorts as their index type so we have to loop and convert them from an unsigned int
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for (size_t idx = 0; idx < outIndices.size(); idx++)
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for (size_t idx = 0; idx < outIndices.size(); idx += 3)
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{
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indexVec.emplace_back(static_cast<uint16_t>(outIndices[idx]));
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// BO2's index ordering is opposite to the FBX, so its converted here
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indexVec.emplace_back(static_cast<uint16_t>(outIndices[idx + 2]));
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indexVec.emplace_back(static_cast<uint16_t>(outIndices[idx + 1]));
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indexVec.emplace_back(static_cast<uint16_t>(outIndices[idx + 0]));
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}
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surfaceVec.emplace_back(surface);
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