terrain gen: reduced memory usage
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@@ -688,8 +688,6 @@ void TerrainGenerator::Generation_Update()
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mesh.vertex_normals.resize(vertexCount);
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mesh.vertex_colors.resize(vertexCount);
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mesh.vertex_uvset_0.resize(vertexCount);
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mesh.vertex_uvset_1.resize(vertexCount);
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mesh.vertex_atlas.resize(vertexCount);
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wi::HairParticleSystem grass;
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grass.vertex_lengths.resize(vertexCount);
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@@ -772,8 +770,6 @@ void TerrainGenerator::Generation_Update()
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mesh.vertex_colors[index] = wi::Color::fromFloat4(materialBlendWeights);
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const XMFLOAT2 uv = XMFLOAT2(x * width_rcp + 0.5f, z * width_rcp + 0.5f);
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mesh.vertex_uvset_0[index] = uv;
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mesh.vertex_uvset_1[index] = uv;
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mesh.vertex_atlas[index] = uv;
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XMFLOAT3 vertex_pos(chunk_pos.x + x, height, chunk_pos.z + z);
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