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* to do this efficiently the amount of required vertices needs to be calculated up-front * always create the vertices in the data generation pass, not the render pass. * added synchronisation code to the vertex buffer allocator. Without multithreading this causes a slight slowdown, due to added processing cost. (Frozen Time bridge scene drops from 47 fps to 44 fps on my test machine. |
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gl_vertexbuffer.cpp | ||
gl_vertexbuffer.h |