Optimize sphere mesh
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		| @@ -32,18 +32,18 @@ struct b3SphereClothMesh : public b3ClothMesh | ||||
| 		smMesh mesh; | ||||
| 		smCreateMesh(mesh, 1); | ||||
|  | ||||
| 		sphereVertices.Resize(mesh.vertices.Count()); | ||||
| 		for (u32 i = 0; i < mesh.vertices.Count(); ++i) | ||||
| 		sphereVertices.Resize(mesh.vertexCount); | ||||
| 		for (u32 i = 0; i < mesh.vertexCount; ++i) | ||||
| 		{ | ||||
| 			sphereVertices[i] = mesh.vertices[i]; | ||||
| 		} | ||||
| 		 | ||||
| 		sphereTriangles.Resize(mesh.triangleIndices.Count() / 3); | ||||
| 		for (u32 i = 0; i < mesh.triangleIndices.Count() / 3; ++i) | ||||
| 		sphereTriangles.Resize(mesh.indexCount / 3); | ||||
| 		for (u32 i = 0; i < mesh.indexCount / 3; ++i) | ||||
| 		{ | ||||
| 			sphereTriangles[i].v1 = mesh.triangleIndices[3 * i + 0]; | ||||
| 			sphereTriangles[i].v2 = mesh.triangleIndices[3 * i + 1]; | ||||
| 			sphereTriangles[i].v3 = mesh.triangleIndices[3 * i + 2]; | ||||
| 			sphereTriangles[i].v1 = mesh.indices[3 * i + 0]; | ||||
| 			sphereTriangles[i].v2 = mesh.indices[3 * i + 1]; | ||||
| 			sphereTriangles[i].v3 = mesh.indices[3 * i + 2]; | ||||
| 		} | ||||
|  | ||||
| 		sphereMesh.startTriangle = 0; | ||||
|   | ||||
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