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The capacity of the FloatBuffers underlying VertexBufferObjects should not be hardcoded. Instead, some sort of quad limits and entity limits should be imposed.
The text was updated successfully, but these errors were encountered:
Actually, rather than imposing limits on the number of Quads a WorldObject can have and the number of Entitys a Chunk can have, the Prerenderer can split vertex data for a Chunk across multiple VertexBufferObjects when needed. This will avoid the problem of arbitrary limits.
The capacity of the
FloatBuffer
s underlyingVertexBufferObject
s should not be hardcoded. Instead, some sort of quad limits and entity limits should be imposed.The text was updated successfully, but these errors were encountered: