Optimising the way mesh data is sent to the GPU.
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@ -10,6 +10,9 @@
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namespace Ogre
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{
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//IDEA - If profiling identifies this class as a bottleneck, we could implement a memory pooling system.
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//All buffers could be powers of two, and we get the smallest one which is big enough for our needs.
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//See http://www.ogre3d.org/wiki/index.php/DynamicGrowingBuffers
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class SurfacePatchRenderable : public SimpleRenderable
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{
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public:
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