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VBO capacity is hardcoded #3

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sheaconlon opened this issue Jul 19, 2017 · 2 comments
Open

VBO capacity is hardcoded #3

sheaconlon opened this issue Jul 19, 2017 · 2 comments

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@sheaconlon
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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.

@sheaconlon sheaconlon added this to the Version 0.01 milestone Jul 19, 2017
@sheaconlon
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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.

@sheaconlon
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Defer until #5.

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