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Fix CMeshBuffer::append reallocating too eagerly (#14969)
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@ -170,16 +170,21 @@ public:
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return;
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return;
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const u32 vertexCount = getVertexCount();
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const u32 vertexCount = getVertexCount();
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u32 i;
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// Only reallocate if there are enough new vertices. Otherwise append()
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// will be slow when called in a loop.
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if (vertexCount + numVertices > Vertices.allocated_size() * 3 / 2)
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Vertices.reallocate(vertexCount + numVertices);
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Vertices.reallocate(vertexCount + numVertices);
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for (i = 0; i < numVertices; ++i) {
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for (u32 i = 0; i < numVertices; ++i) {
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Vertices.push_back(static_cast<const T *>(vertices)[i]);
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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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BoundingBox.addInternalPoint(static_cast<const T *>(vertices)[i].Pos);
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}
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}
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if (getIndexCount() + numIndices > Indices.allocated_size() * 3 / 2)
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Indices.reallocate(getIndexCount() + numIndices);
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Indices.reallocate(getIndexCount() + numIndices);
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for (i = 0; i < numIndices; ++i) {
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for (u32 i = 0; i < numIndices; ++i) {
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Indices.push_back(indices[i] + vertexCount);
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Indices.push_back(indices[i] + vertexCount);
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}
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}
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}
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}
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