Plug a major memory leak.Still one more leak remains - a similar UniformBuffer has to be markedForDeletion in the EffectQueues.
Convert the Integer part (i.e. effect names and the two associations) of vertex and fragment shaders to Uniform Buffer Objects.Next: convert the last part, i.e. the float effect parameters.
Fix the fact that we would keep adding new InternalBuffers to the 'Done' list - split 'invalidate()' and 'recreate()' to two separate actions!
Remove the 'inflate' vertex attributs from the Mesh and file format, and replace that with a per-component 'inflate centers' (which are as of yet untested)