The world mesh generation code was cleaned up a bit, yielding significant memory savings, and a speedup as well.
In certain cases (involving drawinfo meshes), the old code would copy much more data per mesh than was necessary.
The world mesh generation code was cleaned up a bit, yielding significant memory savings, and a speedup as well.
In certain cases (involving drawinfo meshes), the old code would copy much more data per mesh than was necessary.