Started using texture atlas instead of many small meshes.
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@@ -1,13 +1,14 @@
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#include "SurfacePatchRenderable.h"
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#include "SurfaceEdge.h"
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#include "SurfaceVertex.h"
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#include "OgreVertexIndexData.h"
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#include <limits>
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namespace Ogre
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{
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SurfacePatchRenderable::SurfacePatchRenderable(AbstractSurfacePatch* patchToRender, const String& material)
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SurfacePatchRenderable::SurfacePatchRenderable(IndexedSurfacePatch* patchToRender, const String& material)
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{
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//Set up what we can of the vertex data
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mRenderOp.vertexData = new VertexData();
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@@ -40,12 +41,12 @@ namespace Ogre
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delete mRenderOp.indexData;
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}
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void SurfacePatchRenderable::updateWithNewSurfacePatch(AbstractSurfacePatch* patchToRender)
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{
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void SurfacePatchRenderable::updateWithNewSurfacePatch(IndexedSurfacePatch* patchToRender)
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{
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setGeometry(patchToRender);
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}
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void SurfacePatchRenderable::setGeometry(AbstractSurfacePatch* patchToRender)
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void SurfacePatchRenderable::setGeometry(IndexedSurfacePatch* patchToRender)
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{
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std::vector<SurfaceVertex> vecVertices;
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std::vector<ushort> vecIndices;
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