ADD: texture reload from disk enabled
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@@ -704,6 +704,20 @@ void LoadedGLTF::clearAll()
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{
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VkDevice dv = creator->_deviceManager->device();
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// Before destroying descriptor pools, unregister descriptor-set watches so
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// the TextureCache will not attempt to patch dead sets.
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if (creator && creator->_context && creator->_context->textures)
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{
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TextureCache *cache = creator->_context->textures;
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for (auto &[k, mat] : materials)
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{
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if (mat && mat->data.materialSet != VK_NULL_HANDLE)
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{
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cache->unwatchSet(mat->data.materialSet);
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}
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}
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}
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for (auto &[k, v]: meshes)
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{
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if (creator->_rayManager)
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