// we can't cache it. // For Godot we call most access methods from our thread and we thus get a valid JNIEnv // from get_jni_env(). For one or two we expect to pass the environment // TODO we could ...
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// 32-bit versions for compatibility. GLTFBufferViewIndex GLTFAccessor::_get_buffer_view_bind_compat_106220() { int GLTFAccessor::_get_sparse_indices_component_type ...