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Don't let MeshBuffer append functions shrink memory as this prevents optimizations
Couldn't allocate enough memory before appending several buffers for all of them as first append shrunk the memory again. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6495 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -128,7 +128,7 @@ namespace scene
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const u32 vertexCount = getVertexCount();
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VertexBuffer->reallocate(vertexCount+numVertices);
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VertexBuffer->reallocate(vertexCount+numVertices, false);
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switch ( vertexType )
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{
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case video::EVT_STANDARD:
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@ -154,7 +154,7 @@ namespace scene
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break;
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}
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IndexBuffer->reallocate(getIndexCount()+numIndices);
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IndexBuffer->reallocate(getIndexCount()+numIndices, false);
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switch ( indexType )
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{
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case video::EIT_16BIT:
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@ -201,14 +201,14 @@ namespace scene
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const u32 vertexCount = getVertexCount();
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u32 i;
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Vertices.reallocate(vertexCount+numVertices);
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Vertices.reallocate(vertexCount+numVertices, false);
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for (i=0; i<numVertices; ++i)
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{
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Vertices.push_back(static_cast<const T*>(vertices)[i]);
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BoundingBox.addInternalPoint(static_cast<const T*>(vertices)[i].Pos);
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}
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Indices.reallocate(getIndexCount()+numIndices);
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Indices.reallocate(getIndexCount()+numIndices, false);
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for (i=0; i<numIndices; ++i)
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{
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Indices.push_back(indices[i]+vertexCount);
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