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performance: rendering: improve memory usage by a lot
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@ -60,6 +60,7 @@ class ChunkMesh {
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glBindVertexArray(vao)
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glBindBuffer(GL_ARRAY_BUFFER, vbo)
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glBufferData(GL_ARRAY_BUFFER, data.toFloatArray(), GL_STATIC_DRAW)
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data.clear() // clear data ((do not store in memory)
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var index = 0
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glVertexAttribPointer(index, 3, GL_FLOAT, false, FLOATS_PER_VERTEX * Float.BYTES, 0L)
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glEnableVertexAttribArray(index++)
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@ -38,6 +38,7 @@ class HUDFontMesh {
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glBindVertexArray(vao)
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glBindBuffer(GL_ARRAY_BUFFER, vbo)
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glBufferData(GL_ARRAY_BUFFER, data.toFloatArray(), GL_STATIC_DRAW)
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data.clear() // clear data ((do not store in memory)
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var index = 0
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glVertexAttribPointer(index, 3, GL_FLOAT, false, FLOATS_PER_VERTEX * Float.BYTES, 0L)
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glEnableVertexAttribArray(index++)
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