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- reverted back to original surface rendering due to memory issues that need to be looked at eventually
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@@ -1809,7 +1809,8 @@ void Renderer::renderSurface(const int renderFps) {
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Quad2i snapshotOfvisibleQuad = visibleQuad;
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Quad2i snapshotOfvisibleQuad = visibleQuad;
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bool useVertexArrayRendering = getVBOSupported();
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//bool useVertexArrayRendering = getVBOSupported();
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bool useVertexArrayRendering = false;
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if(useVertexArrayRendering == false) {
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if(useVertexArrayRendering == false) {
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//printf("\LEGACY qCache.visibleScaledCellList.size() = %d \n",qCache.visibleScaledCellList.size());
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//printf("\LEGACY qCache.visibleScaledCellList.size() = %d \n",qCache.visibleScaledCellList.size());
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@@ -1880,7 +1881,7 @@ void Renderer::renderSurface(const int renderFps) {
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int lastSurfaceDataIndex = -1;
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int lastSurfaceDataIndex = -1;
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const bool useVBOs = false;
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const bool useVBOs = false;
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const bool useSurfaceCache = true;
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const bool useSurfaceCache = false;
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std::vector<SurfaceData> surfaceData;
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std::vector<SurfaceData> surfaceData;
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bool recalcSurface = false;
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bool recalcSurface = false;
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