Le DeleteChunk est maintenant en multi-thread et peux enfin keep up avec le reste!
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@@ -16,10 +16,7 @@ bool VertexBuffer::IsValid() const {
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return m_isValid;
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}
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//std::mutex VertexBuffer::m_opgl;
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void VertexBuffer::SetMeshData(VertexData* vd, int vertexCount) {
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//const std::lock_guard<std::mutex> prout(VertexBuffer::m_opgl);
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assert(vertexCount <= USHRT_MAX);
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if(vertexCount == 0)
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return;
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@@ -77,3 +74,10 @@ int VertexBuffer::Count() const {
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return m_vertexCount;
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}
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void VertexBuffer::Flush() {
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if (m_isValid) {
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glDeleteBuffers(1, &m_vertexVboId);
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glDeleteBuffers(1, &m_indexVboId);
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}
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m_isValid = false;
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}
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