Make metal work
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@@ -201,7 +201,7 @@ function mesh_data_get(raw: mesh_data_t, vs: vertex_element_t[]): iron_gpu_buffe
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vb = gpu_create_vertex_buffer(math_floor(positions.values.length / size), vstruct, usage_t.STATIC);
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raw._.vertices = gpu_lock_vertex_buffer(vb);
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mesh_data_build_vertices(raw._.vertices, vertex_arrays, 0, has_tex && uvs == null, tex_offset);
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iron_gpu_vertex_buffer_unlock_all(vb);
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iron_gpu_vertex_buffer_unlock(vb);
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map_set(raw._.vertex_buffer_map, key, vb);
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if (has_tex && uvs == null) {
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iron_log("Geometry " + raw.name + " is missing UV map");
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@@ -223,7 +223,7 @@ function mesh_data_build(raw: mesh_data_t) {
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raw._.vertex_buffer = gpu_create_vertex_buffer(math_floor(positions.values.length / size), raw._.structure, usage_t.STATIC);
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raw._.vertices = gpu_lock_vertex_buffer(raw._.vertex_buffer);
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mesh_data_build_vertices(raw._.vertices, raw.vertex_arrays);
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iron_gpu_vertex_buffer_unlock_all(raw._.vertex_buffer);
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iron_gpu_vertex_buffer_unlock(raw._.vertex_buffer);
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let struct_str: string = "";
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for (let i: i32 = 0; i < raw._.structure.size; ++i) {
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@@ -246,7 +246,7 @@ function mesh_data_build(raw: mesh_data_t) {
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indices_array[i] = id[i];
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}
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gpu_index_buffer_unlock_all(index_buffer);
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gpu_index_buffer_unlock(index_buffer);
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array_push(raw._.index_buffers, index_buffer);
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}
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