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demo: Adjust "not full" calculation for uniform meshlets
This might be a little misleading in the future, but uniform meshlets can almost never reach full vertex utilization as the triangle count should be reached first on regular meshes. So for now it would be more useful to count meshlets that don't exhaust the triangle limit even though this makes the metric differ between two types.
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@@ -992,7 +992,7 @@ void meshlets(const Mesh& mesh, bool scan = false, bool uniform = false)
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avg_vertices += m.vertex_count;
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avg_triangles += m.triangle_count;
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not_full += m.vertex_count < max_vertices;
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not_full += uniform ? m.triangle_count < max_triangles : m.vertex_count < max_vertices;
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for (unsigned int j = 0; j < m.vertex_count; ++j)
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if (boundary[meshlet_vertices[m.vertex_offset + j]] > 1)
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