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Speedup: remember the mesh associations of VertexEffects only once, when they actually change, and not every time we compute() a VertexQueue.
Turn the vName, vEffAnd and vEffEqu integer array uniforms into a one ivec4.The point: ivec4s are always packed tightly in UBOs (which is going to be the next step)
Simplify AssociationUniformBlock
Bugfix.
Merge branch 'effects-ubo'
Bugfixes.
Introducing UBO to Effect Queues: step 1.
Move the 'effect association' part of MeshBase to a separate class.
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