add vertices draw limit after I accidentally removed it
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@ -68,16 +68,18 @@ auto Renderer::DrawMassSprings(const MassSpringSystem &mass_springs,
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ZoneScoped;
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// Prepare cube instancing
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if (transforms == nullptr) {
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AllocateGraphInstancing(mass_springs);
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}
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ReallocateGraphInstancingIfNecessary(mass_springs);
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if (mass_springs.masses.size() < DRAW_VERTICES_LIMIT) {
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if (transforms == nullptr) {
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AllocateGraphInstancing(mass_springs);
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}
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ReallocateGraphInstancingIfNecessary(mass_springs);
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int i = 0;
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for (const auto &[state, mass] : mass_springs.masses) {
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transforms[i] =
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MatrixTranslate(mass.position.x, mass.position.y, mass.position.z);
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++i;
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int i = 0;
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for (const auto &[state, mass] : mass_springs.masses) {
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transforms[i] =
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MatrixTranslate(mass.position.x, mass.position.y, mass.position.z);
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++i;
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}
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}
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BeginTextureMode(render_target);
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@ -97,12 +99,14 @@ auto Renderer::DrawMassSprings(const MassSpringSystem &mass_springs,
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rlEnd();
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// Draw masses (instanced)
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// NOTE: I don't know if drawing all this inside a shader would make it much
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// faster...
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// The amount of data sent to the GPU would be reduced (just positions
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// instead of matrices), but is this noticable for < 100000 cubes?
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DrawMeshInstanced(cube_instance, vertex_mat, transforms,
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mass_springs.masses.size());
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if (mass_springs.masses.size() < DRAW_VERTICES_LIMIT) {
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// NOTE: I don't know if drawing all this inside a shader would make it much
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// faster...
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// The amount of data sent to the GPU would be reduced (just positions
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// instead of matrices), but is this noticable for < 100000 cubes?
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DrawMeshInstanced(cube_instance, vertex_mat, transforms,
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mass_springs.masses.size());
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}
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// Mark winning states
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if (mark_solutions || connect_solutions) {
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